2013-09-11 13:21:07 +01:00
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Phaser.Group = function (game, parent, name, useStage) {
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2013-09-06 20:20:58 +01:00
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parent = parent || null;
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2013-09-05 21:07:44 +01:00
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2013-09-11 13:21:07 +01:00
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if (typeof useStage == 'undefined')
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{
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useStage = false;
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}
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2013-09-05 21:07:44 +01:00
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this.game = game;
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2013-09-06 20:20:58 +01:00
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this.name = name || 'group';
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2013-09-05 21:07:44 +01:00
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2013-09-11 13:21:07 +01:00
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if (useStage)
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{
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this._container = this.game.stage._stage;
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}
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else
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2013-09-06 20:20:58 +01:00
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{
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2013-09-11 13:21:07 +01:00
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this._container = new PIXI.DisplayObjectContainer();
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this._container.name = this.name;
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if (parent)
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2013-09-10 12:46:14 +01:00
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{
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2013-09-11 13:21:07 +01:00
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if (parent instanceof Phaser.Group)
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{
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parent._container.addChild(this._container);
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}
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else
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{
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parent.addChild(this._container);
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}
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2013-09-10 12:46:14 +01:00
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}
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else
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{
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2013-09-11 13:21:07 +01:00
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this.game.stage._stage.addChild(this._container);
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2013-09-10 12:46:14 +01:00
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}
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2013-09-06 20:20:58 +01:00
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}
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2013-09-05 21:07:44 +01:00
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this.exists = true;
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/**
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* Helper for sort.
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*/
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this._sortIndex = 'y';
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};
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Phaser.Group.prototype = {
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add: function (child) {
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if (child.group !== this)
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{
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child.group = this;
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2013-09-12 04:24:01 +01:00
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
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2013-09-05 21:07:44 +01:00
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this._container.addChild(child);
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}
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return child;
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},
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addAt: function (child, index) {
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if (child.group !== this)
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{
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child.group = this;
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2013-09-12 04:24:01 +01:00
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
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2013-09-05 21:07:44 +01:00
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this._container.addChildAt(child, index);
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}
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return child;
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},
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2013-09-06 20:20:58 +01:00
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getAt: function (index) {
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2013-09-05 21:07:44 +01:00
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return this._container.getChildAt(index);
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},
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2013-09-06 20:20:58 +01:00
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create: function (x, y, key, frame) {
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2013-09-05 21:07:44 +01:00
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var child = new Phaser.Sprite(this.game, x, y, key, frame);
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2013-09-12 04:24:01 +01:00
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2013-09-06 15:00:05 +01:00
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child.group = this;
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2013-09-12 04:24:01 +01:00
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
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2013-09-05 21:07:44 +01:00
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this._container.addChild(child);
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2013-09-12 04:24:01 +01:00
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2013-09-05 21:07:44 +01:00
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return child;
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},
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swap: function (child1, child2) {
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2013-09-06 15:00:05 +01:00
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if (child1 === child2 || !child1.parent || !child2.parent)
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{
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console.warn('You cannot swap a child with itself or swap un-parented children');
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return false;
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}
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// Cache the values
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var child1Prev = child1._iPrev;
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var child1Next = child1._iNext;
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var child2Prev = child2._iPrev;
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var child2Next = child2._iNext;
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var endNode = this._container.last._iNext;
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2013-09-10 12:46:14 +01:00
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var currentNode = this.game.stage._stage;
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2013-09-06 15:00:05 +01:00
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2013-09-10 12:46:14 +01:00
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do
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2013-09-06 15:00:05 +01:00
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{
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if (currentNode !== child1 && currentNode !== child2)
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{
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if (currentNode.first === child1)
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{
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currentNode.first = child2;
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}
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else if (currentNode.first === child2)
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{
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currentNode.first = child1;
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}
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if (currentNode.last === child1)
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{
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currentNode.last = child2;
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}
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else if (currentNode.last === child2)
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{
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currentNode.last = child1;
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}
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != endNode)
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if (child1._iNext == child2)
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{
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// This is a downward (A to B) neighbour swap
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child1._iNext = child2Next;
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child1._iPrev = child2;
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child2._iNext = child1;
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child2._iPrev = child1Prev;
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if (child1Prev) { child1Prev._iNext = child2; }
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if (child2Next) { child2Next._iPrev = child1; }
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2013-09-10 16:46:39 +01:00
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if (child1.__renderGroup)
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{
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child1.__renderGroup.updateTexture(child1);
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}
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if (child2.__renderGroup)
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{
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child2.__renderGroup.updateTexture(child2);
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}
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2013-09-06 15:00:05 +01:00
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return true;
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}
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else if (child2._iNext == child1)
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{
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// This is an upward (B to A) neighbour swap
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child1._iNext = child2;
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child1._iPrev = child2Prev;
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child2._iNext = child1Next;
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child2._iPrev = child1;
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if (child2Prev) { child2Prev._iNext = child1; }
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if (child1Next) { child2Next._iPrev = child2; }
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2013-09-10 16:46:39 +01:00
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if (child1.__renderGroup)
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{
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child1.__renderGroup.updateTexture(child1);
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}
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if (child2.__renderGroup)
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{
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child2.__renderGroup.updateTexture(child2);
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}
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2013-09-06 15:00:05 +01:00
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return true;
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}
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else
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{
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// Children are far apart
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child1._iNext = child2Next;
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child1._iPrev = child2Prev;
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child2._iNext = child1Next;
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child2._iPrev = child1Prev;
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if (child1Prev) { child1Prev._iNext = child2; }
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if (child1Next) { child1Next._iPrev = child2; }
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if (child2Prev) { child2Prev._iNext = child1; }
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if (child2Next) { child2Next._iPrev = child1; }
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2013-09-10 16:46:39 +01:00
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if (child1.__renderGroup)
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{
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child1.__renderGroup.updateTexture(child1);
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}
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if (child2.__renderGroup)
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{
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child2.__renderGroup.updateTexture(child2);
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}
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2013-09-06 15:00:05 +01:00
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return true;
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}
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2013-09-05 21:07:44 +01:00
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2013-09-06 15:00:05 +01:00
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return false;
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2013-09-05 21:07:44 +01:00
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},
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bringToTop: function (child) {
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2013-09-10 12:46:14 +01:00
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if (child.group === this)
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2013-09-06 15:00:05 +01:00
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{
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2013-09-10 12:46:14 +01:00
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this.remove(child);
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this.add(child);
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2013-09-06 15:00:05 +01:00
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}
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return child;
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2013-09-05 21:07:44 +01:00
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},
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2013-09-06 20:20:58 +01:00
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getIndex: function (child) {
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return this._container.children.indexOf(child);
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},
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replace: function (oldChild, newChild) {
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if (!this._container.first._iNext)
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{
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return;
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}
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var index = this.getIndex(oldChild);
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if (index != -1)
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{
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if (newChild.parent != undefined)
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{
|
2013-09-09 13:29:33 +01:00
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newChild.events.onRemovedFromGroup.dispatch(newChild, this);
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2013-09-06 20:20:58 +01:00
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newChild.parent.removeChild(newChild);
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}
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this._container.removeChild(oldChild);
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this._container.addChildAt(newChild, index);
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2013-09-09 13:29:33 +01:00
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newChild.events.onAddedToGroup.dispatch(newChild, this);
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2013-09-06 20:20:58 +01:00
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}
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2013-09-05 21:07:44 +01:00
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},
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/**
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* Call this function to sort the group according to a particular value and order.
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* For example, to sort game objects for Zelda-style overlaps you might call
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* <code>myGroup.sort("y",Group.ASCENDING)</code> at the bottom of your
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* <code>State.update()</code> override. To sort all existing objects after
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* a big explosion or bomb attack, you might call <code>myGroup.sort("exists",Group.DESCENDING)</code>.
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*
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* @param {string} index The <code>string</code> name of the member variable you want to sort on. Default value is "z".
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* @param {number} order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
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*/
|
2013-09-08 11:24:41 +01:00
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// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.c
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|
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2013-09-05 21:07:44 +01:00
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sort: function (index, order) {
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|
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// if (typeof index === "undefined") { index = 'z'; }
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// if (typeof order === "undefined") { order = Phaser.Types.SORT_ASCENDING; }
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// var _this = this;
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// this._sortIndex = index;
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// this._sortOrder = order;
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// this.members.sort(function (a, b) {
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// return _this.sortHandler(a, b);
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// });
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},
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/**
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|
|
|
* Helper function for the sort process.
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|
|
|
*
|
|
|
|
* @param {Basic} Obj1 The first object being sorted.
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* @param {Basic} Obj2 The second object being sorted.
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*
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* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
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|
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|
*/
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|
|
sortHandler: function (obj1, obj2) {
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|
|
|
|
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|
|
/*
|
2013-09-11 13:21:07 +01:00
|
|
|
if (!obj1 || !obj2) {
|
2013-09-05 21:07:44 +01:00
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|
|
//console.log('null objects in sort', obj1, obj2);
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return 0;
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}
|
2013-09-11 13:21:07 +01:00
|
|
|
if (obj1[this._sortIndex] < obj2[this._sortIndex]) {
|
2013-09-05 21:07:44 +01:00
|
|
|
return this._sortOrder;
|
2013-09-11 13:21:07 +01:00
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|
|
} else if (obj1[this._sortIndex] > obj2[this._sortIndex]) {
|
2013-09-05 21:07:44 +01:00
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|
|
return -this._sortOrder;
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|
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|
}
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|
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|
return 0;
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|
|
|
*/
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|
|
|
},
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|
|
|
|
2013-09-06 15:00:05 +01:00
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|
|
// key is an ARRAY of values.
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|
setProperty: function (child, key, value, operation) {
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|
operation = operation || 0;
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|
|
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|
|
// As ugly as this approach looks, and although it's limited to a depth of only 4, it's extremely fast.
|
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|
|
// Much faster than a for loop or object iteration. There are no checks, so if the key isn't valid then it'll fail
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|
|
// but as you are likely to call this from inner loops that have to perform well, I'll take that trade off.
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// 0 = Equals
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// 1 = Add
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// 2 = Subtract
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|
// 3 = Multiply
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// 4 = Divide
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|
|
|
|
|
|
if (key.length == 1)
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|
{
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|
|
|
if (operation == 0) { child[key[0]] = value; }
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|
else if (operation == 1) { child[key[0]] += value; }
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|
else if (operation == 2) { child[key[0]] -= value; }
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|
else if (operation == 3) { child[key[0]] *= value; }
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|
else if (operation == 4) { child[key[0]] /= value; }
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|
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|
}
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|
else if (key.length == 2)
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|
|
{
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|
|
|
if (operation == 0) { child[key[0]][key[1]] = value; }
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|
|
|
else if (operation == 1) { child[key[0]][key[1]] += value; }
|
|
|
|
else if (operation == 2) { child[key[0]][key[1]] -= value; }
|
|
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|
else if (operation == 3) { child[key[0]][key[1]] *= value; }
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|
|
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
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
setAll: function (key, value, checkAlive, checkVisible, operation) {
|
|
|
|
|
|
|
|
key = key.split('.');
|
|
|
|
checkAlive = checkAlive || false;
|
|
|
|
checkVisible = checkVisible || false;
|
|
|
|
operation = operation || 0;
|
|
|
|
|
2013-09-06 20:20:58 +01:00
|
|
|
if (this._container.first._iNext)
|
2013-09-06 15:00:05 +01:00
|
|
|
{
|
2013-09-06 20:20:58 +01:00
|
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
|
|
|
|
do
|
2013-09-06 15:00:05 +01:00
|
|
|
{
|
2013-09-06 20:20:58 +01:00
|
|
|
if ((checkAlive == false || (checkAlive && currentNode.alive)) && (checkVisible == false || (checkVisible && currentNode.visible)))
|
|
|
|
{
|
|
|
|
this.setProperty(currentNode, key, value, operation);
|
|
|
|
}
|
2013-09-06 15:00:05 +01:00
|
|
|
|
2013-09-06 20:20:58 +01:00
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this._container.last._iNext)
|
2013-09-06 15:00:05 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
addAll: function (key, value, checkAlive, checkVisible) {
|
|
|
|
|
|
|
|
this.setAll(key, value, checkAlive, checkVisible, 1);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
subAll: function (key, value, checkAlive, checkVisible) {
|
|
|
|
|
|
|
|
this.setAll(key, value, checkAlive, checkVisible, 2);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
multiplyAll: function (key, value, checkAlive, checkVisible) {
|
|
|
|
|
|
|
|
this.setAll(key, value, checkAlive, checkVisible, 3);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
divideAll: function (key, value, checkAlive, checkVisible) {
|
|
|
|
|
|
|
|
this.setAll(key, value, checkAlive, checkVisible, 4);
|
|
|
|
|
2013-09-05 21:07:44 +01:00
|
|
|
},
|
|
|
|
|
2013-09-06 20:20:58 +01:00
|
|
|
/**
|
|
|
|
* Calls a function on all of the active children (children with exists=true).
|
|
|
|
* You must pass the context in which the callback is applied.
|
|
|
|
* After the context you can add as many parameters as you like, which will all be passed to the child.
|
|
|
|
*/
|
|
|
|
callAll: function (callback, callbackContext) {
|
|
|
|
|
|
|
|
var args = Array.prototype.splice.call(arguments, 2);
|
|
|
|
|
|
|
|
if (this._container.first._iNext)
|
|
|
|
{
|
|
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (currentNode.exists && currentNode[callback])
|
|
|
|
{
|
|
|
|
currentNode[callback].apply(currentNode, args);
|
|
|
|
}
|
|
|
|
|
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this._container.last._iNext)
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2013-09-05 21:07:44 +01:00
|
|
|
},
|
|
|
|
|
2013-09-06 20:20:58 +01:00
|
|
|
forEach: function (callback, callbackContext, checkExists) {
|
|
|
|
|
|
|
|
checkExists = checkExists || false;
|
|
|
|
|
|
|
|
if (this._container.first._iNext)
|
|
|
|
{
|
|
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (checkExists == false || (checkExists && currentNode.exists))
|
|
|
|
{
|
|
|
|
callback.call(callbackContext, currentNode);
|
|
|
|
}
|
|
|
|
|
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this._container.last._iNext);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2013-09-05 21:07:44 +01:00
|
|
|
},
|
|
|
|
|
|
|
|
forEachAlive: function () {
|
2013-09-06 20:20:58 +01:00
|
|
|
|
|
|
|
if (this._container.first._iNext)
|
|
|
|
{
|
|
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (currentNode.alive)
|
|
|
|
{
|
|
|
|
callback.call(callbackContext, currentNode);
|
|
|
|
}
|
|
|
|
|
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this._container.last._iNext);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2013-09-05 21:07:44 +01:00
|
|
|
},
|
|
|
|
|
|
|
|
forEachDead: function () {
|
2013-09-06 20:20:58 +01:00
|
|
|
|
|
|
|
if (this._container.first._iNext)
|
|
|
|
{
|
|
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (currentNode.alive == false)
|
|
|
|
{
|
|
|
|
callback.call(callbackContext, currentNode);
|
|
|
|
}
|
|
|
|
|
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this._container.last._iNext);
|
|
|
|
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Call this function to retrieve the first object with exists == (the given state) in the group.
|
|
|
|
*
|
|
|
|
* @return {Any} The first child, or null if none found.
|
|
|
|
*/
|
|
|
|
getFirstExists: function (state) {
|
|
|
|
|
2013-09-10 01:26:50 +01:00
|
|
|
if (typeof state !== 'boolean')
|
|
|
|
{
|
|
|
|
state = true;
|
|
|
|
}
|
2013-09-06 20:20:58 +01:00
|
|
|
|
|
|
|
if (this._container.first._iNext)
|
|
|
|
{
|
|
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
2013-09-10 01:26:50 +01:00
|
|
|
if (currentNode.exists === state)
|
2013-09-06 20:20:58 +01:00
|
|
|
{
|
|
|
|
return currentNode;
|
|
|
|
}
|
|
|
|
|
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this._container.last._iNext);
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
2013-09-05 21:07:44 +01:00
|
|
|
},
|
|
|
|
|
2013-09-06 15:00:05 +01:00
|
|
|
/**
|
|
|
|
* Call this function to retrieve the first object with alive == true in the group.
|
|
|
|
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
|
|
|
|
*
|
|
|
|
* @return {Any} The first alive child, or null if none found.
|
|
|
|
*/
|
2013-09-05 21:07:44 +01:00
|
|
|
getFirstAlive: function () {
|
|
|
|
|
2013-09-06 20:20:58 +01:00
|
|
|
if (this._container.first._iNext)
|
2013-09-05 21:07:44 +01:00
|
|
|
{
|
2013-09-06 20:20:58 +01:00
|
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
|
|
|
|
do
|
2013-09-05 21:07:44 +01:00
|
|
|
{
|
2013-09-06 20:20:58 +01:00
|
|
|
if (currentNode.alive)
|
|
|
|
{
|
|
|
|
return currentNode;
|
|
|
|
}
|
2013-09-05 21:07:44 +01:00
|
|
|
|
2013-09-06 20:20:58 +01:00
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this._container.last._iNext);
|
2013-09-05 21:07:44 +01:00
|
|
|
}
|
2013-09-06 15:00:05 +01:00
|
|
|
|
|
|
|
return null;
|
2013-09-05 21:07:44 +01:00
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-06 15:00:05 +01:00
|
|
|
/**
|
|
|
|
* Call this function to retrieve the first object with alive == false in the group.
|
|
|
|
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
|
|
|
|
*
|
|
|
|
* @return {Any} The first dead child, or null if none found.
|
|
|
|
*/
|
2013-09-05 21:07:44 +01:00
|
|
|
getFirstDead: function () {
|
|
|
|
|
2013-09-06 20:20:58 +01:00
|
|
|
if (this._container.first._iNext)
|
2013-09-05 21:07:44 +01:00
|
|
|
{
|
2013-09-06 20:20:58 +01:00
|
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
|
|
|
|
do
|
2013-09-05 21:07:44 +01:00
|
|
|
{
|
2013-09-06 20:20:58 +01:00
|
|
|
if (!currentNode.alive)
|
|
|
|
{
|
|
|
|
return currentNode;
|
|
|
|
}
|
2013-09-05 21:07:44 +01:00
|
|
|
|
2013-09-06 20:20:58 +01:00
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this._container.last._iNext);
|
2013-09-05 21:07:44 +01:00
|
|
|
}
|
2013-09-06 15:00:05 +01:00
|
|
|
|
|
|
|
return null;
|
2013-09-05 21:07:44 +01:00
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-06 15:00:05 +01:00
|
|
|
/**
|
|
|
|
* Call this function to find out how many members of the group are alive.
|
|
|
|
*
|
|
|
|
* @return {number} The number of children flagged as alive. Returns -1 if Group is empty.
|
|
|
|
*/
|
|
|
|
countLiving: function () {
|
2013-09-05 21:07:44 +01:00
|
|
|
|
2013-09-06 15:00:05 +01:00
|
|
|
var total = -1;
|
2013-09-06 20:20:58 +01:00
|
|
|
|
|
|
|
if (this._container.first._iNext)
|
2013-09-05 21:07:44 +01:00
|
|
|
{
|
2013-09-06 20:20:58 +01:00
|
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
|
|
|
|
do
|
2013-09-05 21:07:44 +01:00
|
|
|
{
|
2013-09-06 20:20:58 +01:00
|
|
|
if (currentNode.alive)
|
|
|
|
{
|
|
|
|
total++;
|
|
|
|
}
|
2013-09-05 21:07:44 +01:00
|
|
|
|
2013-09-06 20:20:58 +01:00
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this._container.last._iNext);
|
2013-09-05 21:07:44 +01:00
|
|
|
}
|
|
|
|
|
2013-09-06 15:00:05 +01:00
|
|
|
return total;
|
2013-09-05 21:07:44 +01:00
|
|
|
|
2013-09-06 15:00:05 +01:00
|
|
|
},
|
2013-09-05 21:07:44 +01:00
|
|
|
|
2013-09-06 15:00:05 +01:00
|
|
|
/**
|
|
|
|
* Call this function to find out how many members of the group are dead.
|
|
|
|
*
|
|
|
|
* @return {number} The number of children flagged as dead. Returns -1 if Group is empty.
|
|
|
|
*/
|
|
|
|
countDead: function () {
|
|
|
|
|
|
|
|
var total = -1;
|
2013-09-06 20:20:58 +01:00
|
|
|
|
|
|
|
if (this._container.first._iNext)
|
2013-09-05 21:07:44 +01:00
|
|
|
{
|
2013-09-06 20:20:58 +01:00
|
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
|
|
|
|
do
|
2013-09-05 21:07:44 +01:00
|
|
|
{
|
2013-09-06 20:20:58 +01:00
|
|
|
if (!currentNode.alive)
|
|
|
|
{
|
|
|
|
total++;
|
|
|
|
}
|
2013-09-05 21:07:44 +01:00
|
|
|
|
2013-09-06 20:20:58 +01:00
|
|
|
currentNode = currentNode._iNext;
|
|
|
|
}
|
|
|
|
while (currentNode != this._container.last._iNext);
|
2013-09-05 21:07:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
return total;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-06 15:00:05 +01:00
|
|
|
/**
|
|
|
|
* Returns a member at random from the group.
|
|
|
|
*
|
|
|
|
* @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) {
|
|
|
|
|
|
|
|
startIndex = startIndex || 0;
|
|
|
|
length = length || this._container.children.length;
|
|
|
|
|
|
|
|
return this.game.math.getRandom(this._container.children, startIndex, length);
|
2013-09-05 21:07:44 +01:00
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
remove: function (child) {
|
2013-09-06 20:20:58 +01:00
|
|
|
|
2013-09-09 13:29:33 +01:00
|
|
|
child.events.onRemovedFromGroup.dispatch(child, this);
|
2013-09-06 20:20:58 +01:00
|
|
|
this._container.removeChild(child);
|
2013-09-10 12:46:14 +01:00
|
|
|
child.group = null;
|
2013-09-06 20:20:58 +01:00
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
removeAll: function () {
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
2013-09-09 13:29:33 +01:00
|
|
|
this._container.children[0].events.onRemovedFromGroup.dispatch(this._container.children[0], this);
|
2013-09-06 20:20:58 +01:00
|
|
|
this._container.removeChild(this._container.children[0]);
|
|
|
|
}
|
|
|
|
while (this._container.children.length > 0);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
removeBetween: function (startIndex, endIndex) {
|
|
|
|
|
|
|
|
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];
|
2013-09-09 13:29:33 +01:00
|
|
|
child.events.onRemovedFromGroup.dispatch(child, this);
|
2013-09-06 20:20:58 +01:00
|
|
|
this._container.removeChild(child);
|
|
|
|
}
|
|
|
|
|
2013-09-05 21:07:44 +01:00
|
|
|
},
|
|
|
|
|
|
|
|
destroy: function () {
|
2013-09-06 20:20:58 +01:00
|
|
|
|
|
|
|
this.removeAll();
|
|
|
|
|
|
|
|
this._container.parent.removeChild(this._container);
|
|
|
|
|
|
|
|
this._container = null;
|
|
|
|
|
|
|
|
this.game = null;
|
|
|
|
|
|
|
|
this.exists = false;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-09-10 12:46:14 +01:00
|
|
|
dump: function (full) {
|
|
|
|
|
|
|
|
if (typeof full == 'undefined')
|
|
|
|
{
|
|
|
|
full = false;
|
|
|
|
}
|
2013-09-06 20:20:58 +01:00
|
|
|
|
2013-09-10 12:46:14 +01:00
|
|
|
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);
|
2013-09-06 20:20:58 +01:00
|
|
|
|
2013-09-10 12:46:14 +01:00
|
|
|
console.log(output);
|
2013-09-06 20:20:58 +01:00
|
|
|
|
2013-09-10 12:46:14 +01:00
|
|
|
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;
|
|
|
|
}
|
2013-09-06 20:20:58 +01:00
|
|
|
|
|
|
|
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 = '-';
|
|
|
|
}
|
|
|
|
|
2013-09-10 12:46:14 +01:00
|
|
|
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);
|
2013-09-06 20:20:58 +01:00
|
|
|
|
|
|
|
displayObject = displayObject._iNext;
|
|
|
|
|
|
|
|
}
|
|
|
|
while(displayObject != testObject)
|
|
|
|
|
2013-09-05 21:07:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
2013-09-06 15:00:05 +01:00
|
|
|
Object.defineProperty(Phaser.Group.prototype, "x", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this._container.position.x;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this._container.position.x = value;
|
2013-09-11 13:21:07 +01:00
|
|
|
}
|
2013-09-06 15:00:05 +01:00
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Group.prototype, "y", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this._container.position.y;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this._container.position.y = value;
|
2013-09-11 13:21:07 +01:00
|
|
|
}
|
2013-09-06 15:00:05 +01:00
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
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);
|
2013-09-11 13:21:07 +01:00
|
|
|
}
|
2013-09-06 15:00:05 +01:00
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Group.prototype, "rotation", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this._container.rotation;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this._container.rotation = value;
|
2013-09-11 13:21:07 +01:00
|
|
|
}
|
2013-09-06 15:00:05 +01:00
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Group.prototype, "visible", {
|
2013-09-05 21:07:44 +01:00
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this._container.visible;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this._container.visible = value;
|
2013-09-11 13:21:07 +01:00
|
|
|
}
|
2013-09-05 21:07:44 +01:00
|
|
|
|
|
|
|
});
|