2013-10-02 00:16:40 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
< title > Phaser Source: core/Group.js< / title >
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
< div class = "navbar-inner" >
< a class = "brand" href = "index.html" > Phaser< / a >
< ul class = "nav" >
< li class = "dropdown" >
< a href = "modules.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Modules< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "module-Phaser.html" > Phaser< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "PluginManager.html" > PluginManager< / a >
< / li >
2013-10-02 00:16:40 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
< li >
< a href = "Phaser.Animation.Frame.html" > Frame< / a >
< / li >
< li >
< a href = "Phaser.Animation.FrameData.html" > FrameData< / a >
< / li >
< li >
< a href = "Phaser.Animation.Parser.html" > Parser< / a >
< / li >
< li >
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
< / li >
< li >
< a href = "Phaser.Camera.html" > Camera< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.Circle.html" > Circle< / a >
< / li >
2013-10-02 00:16:40 +00:00
< li >
< a href = "Phaser.Game.html" > Game< / a >
< / li >
< li >
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
< li >
< a href = "PluginManager-Phaser.PluginManager.html" > PluginManager< / a >
< / li >
< li >
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
< li >
< a href = "Phaser.Point.html" > Point< / a >
< / li >
< li >
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
< li >
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
< li >
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
< li >
< a href = "Phaser.State.html" > State< / a >
< / li >
< li >
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
< li >
< a href = "Phaser.World.html" > World< / a >
< / li >
< li >
< a href = "SignalBinding.html" > SignalBinding< / a >
< / li >
2013-10-02 00:16:40 +00:00
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: core/Group.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser Group constructor.
* @class Phaser.Group
* @classdesc A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
2013-10-02 10:22:20 +00:00
* @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [useStage=false] - Only the root World Group should use this value.
2013-10-02 00:16:40 +00:00
*/
Phaser.Group = function (game, parent, name, useStage) {
parent = parent || null;
if (typeof useStage == 'undefined')
{
useStage = false;
}
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
2013-10-02 10:22:20 +00:00
* @property {string} name - A name for this Group. Not used internally but useful for debugging.
2013-10-02 00:16:40 +00:00
*/
this.name = name || 'group';
if (useStage)
{
this._container = this.game.stage._stage;
}
else
{
this._container = new PIXI.DisplayObjectContainer();
this._container.name = this.name;
if (parent)
{
if (parent instanceof Phaser.Group)
{
parent._container.addChild(this._container);
}
else
{
parent.addChild(this._container);
}
}
else
{
this.game.stage._stage.addChild(this._container);
}
}
/**
2013-10-02 10:22:20 +00:00
* @property {number} type - Internal Phaser Type value.
* @protected
2013-10-02 00:16:40 +00:00
*/
this.type = Phaser.GROUP;
/**
2013-10-02 10:22:20 +00:00
* @property {boolean} exists - If exists is true the the Group is updated, otherwise it is skipped.
2013-10-02 00:16:40 +00:00
* @default
*/
this.exists = true;
};
Phaser.Group.prototype = {
/**
2013-10-02 10:22:20 +00:00
* Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object.
* The child is automatically added to the top of the Group, so renders on-top of everything else within the Group. If you need to control
* that then see the addAt method.
2013-10-02 00:16:40 +00:00
*
2013-10-02 10:22:20 +00:00
* @see Phaser.Group#create
* @see Phaser.Group#addAt
2013-10-02 00:16:40 +00:00
* @method Phaser.Group#add
2013-10-02 10:22:20 +00:00
* @param {*} child - An instance of Phaser.Sprite, Phaser.Button or any other display object..
* @return {*} The child that was added to the Group.
2013-10-02 00:16:40 +00:00
*/
add: function (child) {
if (child.group !== this)
{
child.group = this;
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
this._container.addChild(child);
}
return child;
},
/**
2013-10-02 10:22:20 +00:00
* Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object.
* The child is added to the Group at the location specified by the index value, this allows you to control child ordering.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#addAt
2013-10-02 10:22:20 +00:00
* @param {*} child - An instance of Phaser.Sprite, Phaser.Button or any other display object..
* @param {number} index - The index within the Group to insert the child to.
* @return {*} The child that was added to the Group.
2013-10-02 00:16:40 +00:00
*/
addAt: function (child, index) {
if (child.group !== this)
{
child.group = this;
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
this._container.addChildAt(child, index);
}
return child;
},
/**
2013-10-02 10:22:20 +00:00
* Returns the child found at the given index within this Group.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#getAt
* @memberof Phaser.Group
2013-10-02 10:22:20 +00:00
* @param {number} index - The index to return the child from.
* @return {*} The child that was found at the given index.
2013-10-02 00:16:40 +00:00
*/
getAt: function (index) {
return this._container.getChildAt(index);
},
/**
2013-10-02 10:22:20 +00:00
* Automatically creates a new Phaser.Sprite object and adds it to the top of this Group.
* Useful if you don't need to create the Sprite instances before-hand.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#create
2013-10-02 10:22:20 +00:00
* @param {number} x - The x coordinate to display the newly created Sprite at. The value is in relation to the Group.x point.
* @param {number} y - The y coordinate to display the newly created Sprite at. The value is in relation to the Group.y point.
* @param {string} key - The Game.cache key of the image that this Sprite will use.
* @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
* @param {boolean} [exists] - The default exists state of the Sprite.
* @return {Phaser.Sprite} The child that was created.
2013-10-02 00:16:40 +00:00
*/
create: function (x, y, key, frame, exists) {
if (typeof exists == 'undefined') { exists = true; }
var child = new Phaser.Sprite(this.game, x, y, key, frame);
child.group = this;
child.exists = exists;
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
this._container.addChild(child);
return child;
},
/**
2013-10-02 10:22:20 +00:00
* Swaps the position of two children in this Group.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#swap
2013-10-02 10:22:20 +00:00
* @param {*} child1 - The first child to swap.
* @param {*} child2 - The second child to swap.
* @return {boolean} True if the swap was successful, otherwise false.
2013-10-02 00:16:40 +00:00
*/
swap: function (child1, child2) {
if (child1 === child2 || !child1.parent || !child2.parent)
{
console.warn('You cannot swap a child with itself or swap un-parented children');
return false;
}
// Cache the values
var child1Prev = child1._iPrev;
var child1Next = child1._iNext;
var child2Prev = child2._iPrev;
var child2Next = child2._iNext;
var endNode = this._container.last._iNext;
var currentNode = this.game.stage._stage;
do
{
if (currentNode !== child1 & & currentNode !== child2)
{
if (currentNode.first === child1)
{
currentNode.first = child2;
}
else if (currentNode.first === child2)
{
currentNode.first = child1;
}
if (currentNode.last === child1)
{
currentNode.last = child2;
}
else if (currentNode.last === child2)
{
currentNode.last = child1;
}
}
currentNode = currentNode._iNext;
}
while (currentNode != endNode)
if (child1._iNext == child2)
{
// This is a downward (A to B) neighbour swap
child1._iNext = child2Next;
child1._iPrev = child2;
child2._iNext = child1;
child2._iPrev = child1Prev;
if (child1Prev) { child1Prev._iNext = child2; }
if (child2Next) { child2Next._iPrev = child1; }
if (child1.__renderGroup)
{
child1.__renderGroup.updateTexture(child1);
}
if (child2.__renderGroup)
{
child2.__renderGroup.updateTexture(child2);
}
return true;
}
else if (child2._iNext == child1)
{
// This is an upward (B to A) neighbour swap
child1._iNext = child2;
child1._iPrev = child2Prev;
child2._iNext = child1Next;
child2._iPrev = child1;
if (child2Prev) { child2Prev._iNext = child1; }
if (child1Next) { child2Next._iPrev = child2; }
if (child1.__renderGroup)
{
child1.__renderGroup.updateTexture(child1);
}
if (child2.__renderGroup)
{
child2.__renderGroup.updateTexture(child2);
}
return true;
}
else
{
// Children are far apart
child1._iNext = child2Next;
child1._iPrev = child2Prev;
child2._iNext = child1Next;
child2._iPrev = child1Prev;
if (child1Prev) { child1Prev._iNext = child2; }
if (child1Next) { child1Next._iPrev = child2; }
if (child2Prev) { child2Prev._iNext = child1; }
if (child2Next) { child2Next._iPrev = child1; }
if (child1.__renderGroup)
{
child1.__renderGroup.updateTexture(child1);
}
if (child2.__renderGroup)
{
child2.__renderGroup.updateTexture(child2);
}
return true;
}
return false;
},
/**
2013-10-02 10:22:20 +00:00
* Brings the given child to the top of this Group so it renders above all other children.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#bringToTop
2013-10-02 10:22:20 +00:00
* @param {*} child - The child to bring to the top of this Group.
* @return {*} The child that was moved.
2013-10-02 00:16:40 +00:00
*/
bringToTop: function (child) {
if (child.group === this)
{
this.remove(child);
this.add(child);
}
return child;
},
/**
2013-10-02 10:22:20 +00:00
* Get the index position of the given child in this Group.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#getIndex
2013-10-02 10:22:20 +00:00
* @param {*} child - The child to get the index for.
* @return {number} The index of the child or -1 if it's not a member of this Group.
2013-10-02 00:16:40 +00:00
*/
getIndex: function (child) {
return this._container.children.indexOf(child);
},
/**
2013-10-02 10:22:20 +00:00
* Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#replace
2013-10-02 10:22:20 +00:00
* @param {*} oldChild - The child in this Group that will be replaced.
* @param {*} newChild - The child to be inserted into this group.
2013-10-02 00:16:40 +00:00
*/
replace: function (oldChild, newChild) {
if (!this._container.first._iNext)
{
return;
}
var index = this.getIndex(oldChild);
if (index != -1)
{
if (newChild.parent != undefined)
{
newChild.events.onRemovedFromGroup.dispatch(newChild, this);
newChild.parent.removeChild(newChild);
}
this._container.removeChild(oldChild);
this._container.addChildAt(newChild, index);
newChild.events.onAddedToGroup.dispatch(newChild, this);
}
},
/**
2013-10-02 10:22:20 +00:00
* Sets the given property to the given value on the child. The operation controls the assignment of the value.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#setProperty
2013-10-02 10:22:20 +00:00
* @param {*} child - The child to set the property value on.
* @param {array} key - An array of strings that make up the property that will be set.
* @param {*} value - The value that will be set.
* @param {number} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
2013-10-02 00:16:40 +00:00
*/
setProperty: function (child, key, value, operation) {
operation = operation || 0;
// As ugly as this approach looks, and although it's limited to a depth of only 4, it's extremely fast.
// Much faster than a for loop or object iteration. There are no checks, so if the key isn't valid then it'll fail
// but as you are likely to call this from inner loops that have to perform well, I'll take that trade off.
// 0 = Equals
// 1 = Add
// 2 = Subtract
// 3 = Multiply
// 4 = Divide
if (key.length == 1)
{
if (operation == 0) { child[key[0]] = value; }
else if (operation == 1) { child[key[0]] += value; }
else if (operation == 2) { child[key[0]] -= value; }
else if (operation == 3) { child[key[0]] *= value; }
else if (operation == 4) { child[key[0]] /= value; }
}
else if (key.length == 2)
{
if (operation == 0) { child[key[0]][key[1]] = value; }
else if (operation == 1) { child[key[0]][key[1]] += value; }
else if (operation == 2) { child[key[0]][key[1]] -= value; }
else if (operation == 3) { child[key[0]][key[1]] *= value; }
else if (operation == 4) { child[key[0]][key[1]] /= value; }
}
else if (key.length == 3)
{
if (operation == 0) { child[key[0]][key[1]][key[2]] = value; }
else if (operation == 1) { child[key[0]][key[1]][key[2]] += value; }
else if (operation == 2) { child[key[0]][key[1]][key[2]] -= value; }
else if (operation == 3) { child[key[0]][key[1]][key[2]] *= value; }
else if (operation == 4) { child[key[0]][key[1]][key[2]] /= value; }
}
else if (key.length == 4)
{
if (operation == 0) { child[key[0]][key[1]][key[2]][key[3]] = value; }
else if (operation == 1) { child[key[0]][key[1]][key[2]][key[3]] += value; }
else if (operation == 2) { child[key[0]][key[1]][key[2]][key[3]] -= value; }
else if (operation == 3) { child[key[0]][key[1]][key[2]][key[3]] *= value; }
else if (operation == 4) { child[key[0]][key[1]][key[2]][key[3]] /= value; }
}
else
{
// TODO - Deep property scane
}
},
/**
2013-10-02 10:22:20 +00:00
* This function allows you to quickly set the same property across all children of this Group to a new value.
* The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#setAll
2013-10-02 10:22:20 +00:00
* @param {string} key - The property, as a string, to be set. For example: 'body.velocity.x'
* @param {*} value - The value that will be set.
* @param {boolean} [checkAlive=false] - If set then only children with alive=true will be updated.
* @param {boolean} [checkVisible=false] - If set then only children with visible=true will be updated.
* @param {number} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
2013-10-02 00:16:40 +00:00
*/
setAll: function (key, value, checkAlive, checkVisible, operation) {
key = key.split('.');
if (typeof checkAlive === 'undefined') { checkAlive = false; }
if (typeof checkVisible === 'undefined') { checkVisible = false; }
operation = operation || 0;
if (this._container.children.length > 0 & & this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if ((checkAlive == false || (checkAlive & & currentNode.alive)) & & (checkVisible == false || (checkVisible & & currentNode.visible)))
{
this.setProperty(currentNode, key, value, operation);
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext)
}
},
/**
* Adds the amount to the given property on all children in this Group.
* Group.addAll('x', 10) will add 10 to the child.x value.
*
* @method Phaser.Group#addAll
* @param {string} property - The property to increment, for example 'body.velocity.x' or 'angle'.
* @param {number} amount - The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50.
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.
*/
addAll: function (property, amount, checkAlive, checkVisible) {
this.setAll(property, amount, checkAlive, checkVisible, 1);
},
/**
* Subtracts the amount from the given property on all children in this Group.
* Group.subAll('x', 10) will minus 10 from the child.x value.
*
* @method Phaser.Group#subAll
* @param {string} property - The property to decrement, for example 'body.velocity.x' or 'angle'.
* @param {number} amount - The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10.
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.
*/
subAll: function (property, amount, checkAlive, checkVisible) {
this.setAll(property, amount, checkAlive, checkVisible, 2);
},
/**
* Multiplies the given property by the amount on all children in this Group.
* Group.multiplyAll('x', 2) will x2 the child.x value.
*
* @method Phaser.Group#multiplyAll
* @param {string} property - The property to multiply, for example 'body.velocity.x' or 'angle'.
* @param {number} amount - The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20.
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.
*/
multiplyAll: function (property, amount, checkAlive, checkVisible) {
this.setAll(property, amount, checkAlive, checkVisible, 3);
},
/**
* Divides the given property by the amount on all children in this Group.
* Group.divideAll('x', 2) will half the child.x value.
*
* @method Phaser.Group#divideAll
* @param {string} property - The property to divide, for example 'body.velocity.x' or 'angle'.
* @param {number} amount - The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50.
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.
*/
divideAll: function (property, amount, checkAlive, checkVisible) {
this.setAll(property, amount, checkAlive, checkVisible, 4);
},
/**
* Calls a function on all of the children that have exists=true in this Group.
* After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback.
*
* @method Phaser.Group#callAllExists
* @param {function} callback - The function that exists on the children that will be called.
* @param {boolean} existsValue - Only children with exists=existsValue will be called.
* @param {...*} parameter - Additional parameters that will be passed to the callback.
*/
callAllExists: function (callback, existsValue) {
var args = Array.prototype.splice.call(arguments, 2);
if (this._container.children.length > 0 & & this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if (currentNode.exists == existsValue & & currentNode[callback])
{
currentNode[callback].apply(currentNode, args);
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext)
}
},
/**
* Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that)
* After the callback parameter you can add as many extra parameters as you like, which will all be passed to the child.
*
* @method Phaser.Group#callAll
* @param {function} callback - The function that exists on the children that will be called.
* @param {...*} parameter - Additional parameters that will be passed to the callback.
*/
callAll: function (callback) {
var args = Array.prototype.splice.call(arguments, 1);
if (this._container.children.length > 0 & & this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if (currentNode[callback])
{
currentNode[callback].apply(currentNode, args);
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext)
}
},
/**
2013-10-02 10:22:20 +00:00
* Allows you to call your own function on each member of this Group. You must pass the callback and context in which it will run.
2013-10-02 00:16:40 +00:00
* After the checkExists parameter you can add as many parameters as you like, which will all be passed to the callback along with the child.
2013-10-02 10:22:20 +00:00
* For example: Group.forEach(awardBonusGold, this, true, 100, 500)
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#forEach
2013-10-02 10:22:20 +00:00
* @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter.
* @param {Object} callbackContext - The context in which the function should be called (usually 'this').
* @param {boolean} checkExists - If set only children with exists=true will be passed to the callback, otherwise all children will be passed.
2013-10-02 00:16:40 +00:00
*/
forEach: function (callback, callbackContext, checkExists) {
if (typeof checkExists === 'undefined')
{
checkExists = false;
}
var args = Array.prototype.splice.call(arguments, 3);
args.unshift(null);
if (this._container.children.length > 0 & & this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if (checkExists == false || (checkExists & & currentNode.exists))
{
args[0] = currentNode;
callback.apply(callbackContext, args);
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
}
},
/**
2013-10-02 10:22:20 +00:00
* Allows you to call your own function on each alive member of this Group (where child.alive=true). You must pass the callback and context in which it will run.
* You can add as many parameters as you like, which will all be passed to the callback along with the child.
* For example: Group.forEachAlive(causeDamage, this, 500)
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#forEachAlive
2013-10-02 10:22:20 +00:00
* @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter.
* @param {Object} callbackContext - The context in which the function should be called (usually 'this').
2013-10-02 00:16:40 +00:00
*/
forEachAlive: function (callback, callbackContext) {
var args = Array.prototype.splice.call(arguments, 2);
args.unshift(null);
if (this._container.children.length > 0 & & this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if (currentNode.alive)
{
args[0] = currentNode;
callback.apply(callbackContext, args);
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
}
},
/**
2013-10-02 10:22:20 +00:00
* Allows you to call your own function on each dead member of this Group (where alive=false). You must pass the callback and context in which it will run.
* You can add as many parameters as you like, which will all be passed to the callback along with the child.
* For example: Group.forEachDead(bringToLife, this)
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#forEachDead
2013-10-02 10:22:20 +00:00
* @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter.
* @param {Object} callbackContext - The context in which the function should be called (usually 'this').
2013-10-02 00:16:40 +00:00
*/
forEachDead: function (callback, callbackContext) {
var args = Array.prototype.splice.call(arguments, 2);
args.unshift(null);
if (this._container.children.length > 0 & & this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if (currentNode.alive == false)
{
args[0] = currentNode;
callback.apply(callbackContext, args);
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
}
},
/**
2013-10-02 10:22:20 +00:00
* Call this function to retrieve the first object with exists == (the given state) in the Group.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#getFirstExists
2013-10-02 10:22:20 +00:00
* @param {boolean} state - True or false.
2013-10-02 00:16:40 +00:00
* @return {Any} The first child, or null if none found.
*/
getFirstExists: function (state) {
if (typeof state !== 'boolean')
{
state = true;
}
if (this._container.children.length > 0 & & this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if (currentNode.exists === state)
{
return currentNode;
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
}
return null;
},
/**
* Call this function to retrieve the first object with alive == true in the group.
2013-10-02 10:22:20 +00:00
* This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#getFirstAlive
* @return {Any} The first alive child, or null if none found.
*/
getFirstAlive: function () {
if (this._container.children.length > 0 & & this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if (currentNode.alive)
{
return currentNode;
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
}
return null;
},
/**
* Call this function to retrieve the first object with alive == false in the group.
2013-10-02 10:22:20 +00:00
* This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#getFirstDead
* @return {Any} The first dead child, or null if none found.
*/
getFirstDead: function () {
if (this._container.children.length > 0 & & this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if (!currentNode.alive)
{
return currentNode;
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
}
return null;
},
/**
* Call this function to find out how many members of the group are alive.
*
* @method Phaser.Group#countLiving
* @return {number} The number of children flagged as alive. Returns -1 if Group is empty.
*/
countLiving: function () {
var total = -1;
if (this._container.children.length > 0 & & this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if (currentNode.alive)
{
total++;
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
}
return total;
},
/**
* Call this function to find out how many members of the group are dead.
*
* @method Phaser.Group#countDead
* @return {number} The number of children flagged as dead. Returns -1 if Group is empty.
*/
countDead: function () {
var total = -1;
if (this._container.children.length > 0 & & this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if (!currentNode.alive)
{
total++;
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
}
return total;
},
/**
* Returns a member at random from the group.
*
* @method Phaser.Group#getRandom
* @param {number} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
* @param {number} length - Optional restriction on the number of values you want to randomly select from.
* @return {Any} A random child of this Group.
*/
getRandom: function (startIndex, length) {
if (this._container.children.length == 0)
{
return null;
}
startIndex = startIndex || 0;
length = length || this._container.children.length;
return this.game.math.getRandom(this._container.children, startIndex, length);
},
/**
2013-10-02 10:22:20 +00:00
* Removes the given child from this Group and sets its group property to null.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#remove
2013-10-02 10:22:20 +00:00
* @param {Any} child - The child to remove.
2013-10-02 00:16:40 +00:00
*/
remove: function (child) {
child.events.onRemovedFromGroup.dispatch(child, this);
this._container.removeChild(child);
child.group = null;
},
/**
2013-10-02 10:22:20 +00:00
* Removes all children from this Group, setting all group properties to null.
* The Group container remains on the display list.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#removeAll
*/
removeAll: function () {
if (this._container.children.length == 0)
{
return;
}
do
{
if (this._container.children[0].events)
{
this._container.children[0].events.onRemovedFromGroup.dispatch(this._container.children[0], this);
}
this._container.removeChild(this._container.children[0]);
}
while (this._container.children.length > 0);
},
/**
2013-10-02 10:22:20 +00:00
* Removes all children from this Group whos index falls beteen the given startIndex and endIndex values.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#removeBetween
2013-10-02 10:22:20 +00:00
* @param {number} startIndex - The index to start removing children from.
* @param {number} endIndex - The index to stop removing children from. Must be higher than startIndex and less than the length of the Group.
2013-10-02 00:16:40 +00:00
*/
removeBetween: function (startIndex, endIndex) {
if (this._container.children.length == 0)
{
return;
}
if (startIndex > endIndex || startIndex < 0 || endIndex > this._container.children.length)
{
return false;
}
for (var i = startIndex; i < endIndex; i++)
{
var child = this._container.children[i];
child.events.onRemovedFromGroup.dispatch(child, this);
this._container.removeChild(child);
}
},
/**
2013-10-02 10:22:20 +00:00
* Destroys this Group. Removes all children, then removes the container from the display list and nulls references.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#destroy
*/
destroy: function () {
this.removeAll();
this._container.parent.removeChild(this._container);
this._container = null;
this.game = null;
this.exists = false;
},
/**
2013-10-02 10:22:20 +00:00
* Dumps out a list of Group children and their index positions to the browser console. Useful for group debugging.
2013-10-02 00:16:40 +00:00
*
* @method Phaser.Group#dump
2013-10-02 10:22:20 +00:00
* @param {boolean} [full=false] - If full the dump will include the entire display list, start from the Stage. Otherwise it will only include this container.
2013-10-02 00:16:40 +00:00
*/
dump: function (full) {
if (typeof full == 'undefined')
{
full = false;
}
var spacing = 20;
var output = "\n" + Phaser.Utils.pad('Node', spacing) + "|" + Phaser.Utils.pad('Next', spacing) + "|" + Phaser.Utils.pad('Previous', spacing) + "|" + Phaser.Utils.pad('First', spacing) + "|" + Phaser.Utils.pad('Last', spacing);
console.log(output);
var output = Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing);
console.log(output);
if (full)
{
var testObject = this.game.stage._stage.last._iNext;
var displayObject = this.game.stage._stage;
}
else
{
var testObject = this._container.last._iNext;
var displayObject = this._container;
}
do
{
var name = displayObject.name || '*';
var nameNext = '-';
var namePrev = '-';
var nameFirst = '-';
var nameLast = '-';
if (displayObject._iNext)
{
nameNext = displayObject._iNext.name;
}
if (displayObject._iPrev)
{
namePrev = displayObject._iPrev.name;
}
if (displayObject.first)
{
nameFirst = displayObject.first.name;
}
if (displayObject.last)
{
nameLast = displayObject.last.name;
}
if (typeof nameNext === 'undefined')
{
nameNext = '-';
}
if (typeof namePrev === 'undefined')
{
namePrev = '-';
}
if (typeof nameFirst === 'undefined')
{
nameFirst = '-';
}
if (typeof nameLast === 'undefined')
{
nameLast = '-';
}
var output = Phaser.Utils.pad(name, spacing) + "|" + Phaser.Utils.pad(nameNext, spacing) + "|" + Phaser.Utils.pad(namePrev, spacing) + "|" + Phaser.Utils.pad(nameFirst, spacing) + "|" + Phaser.Utils.pad(nameLast, spacing);
console.log(output);
displayObject = displayObject._iNext;
}
while(displayObject != testObject)
}
};
/**
* @name Phaser.Group#length
* @property {number} length - The number of children in this Group.
2013-10-02 11:11:22 +00:00
* @readonly
2013-10-02 00:16:40 +00:00
*/
Object.defineProperty(Phaser.Group.prototype, "length", {
get: function () {
return this._container.children.length;
}
});
/**
* The x coordinate of the Group container. You can adjust the Group container itself by modifying its coordinates.
* This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.
* @name Phaser.Group#x
* @property {number} x - The x coordinate of the Group container.
*/
Object.defineProperty(Phaser.Group.prototype, "x", {
get: function () {
return this._container.position.x;
},
set: function (value) {
this._container.position.x = value;
}
});
/**
* The y coordinate of the Group container. You can adjust the Group container itself by modifying its coordinates.
* This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.
* @name Phaser.Group#y
* @property {number} y - The y coordinate of the Group container.
*/
Object.defineProperty(Phaser.Group.prototype, "y", {
get: function () {
return this._container.position.y;
},
set: function (value) {
this._container.position.y = value;
}
});
/**
* The angle of rotation of the Group container. This will adjust the Group container itself by modifying its rotation.
* This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.
* @name Phaser.Group#angle
* @property {number} angle - The angle of rotation given in degrees, where 0 degrees = to the right.
*/
Object.defineProperty(Phaser.Group.prototype, "angle", {
get: function() {
return Phaser.Math.radToDeg(this._container.rotation);
},
set: function(value) {
this._container.rotation = Phaser.Math.degToRad(value);
}
});
/**
* The angle of rotation of the Group container. This will adjust the Group container itself by modifying its rotation.
* This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.
* @name Phaser.Group#rotation
* @property {number} rotation - The angle of rotation given in radians.
*/
Object.defineProperty(Phaser.Group.prototype, "rotation", {
get: function () {
return this._container.rotation;
},
set: function (value) {
this._container.rotation = value;
}
});
/**
* @name Phaser.Group#visible
* @property {boolean} visible - The visible state of the Group. Non-visible Groups and all of their children are not rendered.
*/
Object.defineProperty(Phaser.Group.prototype, "visible", {
get: function () {
return this._container.visible;
},
set: function (value) {
this._container.visible = value;
}
});
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2013 Photon Storm Ltd.
< / span >
< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.2.0-dev< / a >
2013-10-02 11:11:22 +00:00
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-02 00:16:40 +00:00
< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >