phaser/src/core/Group.js

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/**
* @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
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* @classdesc A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
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* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
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* @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] - Should the DisplayObjectContainer this Group creates be added to the World (default, false) or direct to the Stage (true).
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*/
Phaser.Group = function (game, parent, name, useStage) {
if (typeof parent === 'undefined')
{
parent = game.world;
}
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if (typeof useStage === 'undefined')
{
useStage = false;
}
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
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this.game = game;
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/**
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* @property {string} name - A name for this Group. Not used internally but useful for debugging.
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*/
this.name = name || 'group';
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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);
}
}
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/**
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* @property {number} type - Internal Phaser Type value.
* @protected
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*/
this.type = Phaser.GROUP;
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/**
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* @property {boolean} exists - If exists is true the the Group is updated, otherwise it is skipped.
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* @default
*/
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this.exists = true;
/**
* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
*/
this.scale = new Phaser.Point(1, 1);
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};
Phaser.Group.prototype = {
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/**
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* 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.
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*
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* @see Phaser.Group#create
* @see Phaser.Group#addAt
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* @method Phaser.Group#add
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* @param {*} child - An instance of Phaser.Sprite, Phaser.Button or any other display object..
* @return {*} The child that was added to the Group.
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*/
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add: function (child) {
if (child.group !== this)
{
child.group = this;
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
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this._container.addChild(child);
}
return child;
},
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/**
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* 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.
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*
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* @method Phaser.Group#addAt
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* @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.
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*/
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addAt: function (child, index) {
if (child.group !== this)
{
child.group = this;
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
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this._container.addChildAt(child, index);
}
return child;
},
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/**
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* Returns the child found at the given index within this Group.
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*
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* @method Phaser.Group#getAt
* @memberof Phaser.Group
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* @param {number} index - The index to return the child from.
* @return {*} The child that was found at the given index.
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*/
getAt: function (index) {
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return this._container.getChildAt(index);
},
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/**
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* 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.
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*
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* @method Phaser.Group#create
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* @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=true] - The default exists state of the Sprite.
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* @return {Phaser.Sprite} The child that was created.
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*/
create: function (x, y, key, frame, exists) {
if (typeof exists == 'undefined') { exists = true; }
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var child = new Phaser.Sprite(this.game, x, y, key, frame);
child.group = this;
child.exists = exists;
child.visible = exists;
child.alive = exists;
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
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this._container.addChild(child);
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return child;
},
/**
* Automatically creates multiple Phaser.Sprite objects and adds them to the top of this Group.
* Useful if you need to quickly generate a pool of identical sprites, such as bullets. By default the sprites will be set to not exist
* and will be positioned at 0, 0 (relative to the Group.x/y)
*
* @method Phaser.Group#createMultiple
* @param {number} quantity - The number of Sprites to create.
* @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=false] - The default exists state of the Sprite.
*/
createMultiple: function (quantity, key, frame, exists) {
if (typeof exists == 'undefined') { exists = false; }
for (var i = 0; i < quantity; i++)
{
var child = new Phaser.Sprite(this.game, 0, 0, key, frame);
child.group = this;
child.exists = exists;
child.visible = exists;
child.alive = exists;
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
this._container.addChild(child);
}
},
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/**
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* Swaps the position of two children in this Group.
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*
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* @method Phaser.Group#swap
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* @param {*} child1 - The first child to swap.
* @param {*} child2 - The second child to swap.
* @return {boolean} True if the swap was successful, otherwise false.
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*/
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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;
}
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return false;
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},
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/**
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* Brings the given child to the top of this Group so it renders above all other children.
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*
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* @method Phaser.Group#bringToTop
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* @param {*} child - The child to bring to the top of this Group.
* @return {*} The child that was moved.
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*/
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bringToTop: function (child) {
if (child.group === this)
{
this.remove(child);
this.add(child);
}
return child;
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},
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/**
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* Get the index position of the given child in this Group.
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*
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* @method Phaser.Group#getIndex
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* @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.
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*/
getIndex: function (child) {
return this._container.children.indexOf(child);
},
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/**
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* Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group.
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*
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* @method Phaser.Group#replace
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* @param {*} oldChild - The child in this Group that will be replaced.
* @param {*} newChild - The child to be inserted into this group.
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*/
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);
}
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},
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/**
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* Sets the given property to the given value on the child. The operation controls the assignment of the value.
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*
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* @method Phaser.Group#setProperty
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* @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.
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*/
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
}
},
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/**
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* 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.
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*
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* @method Phaser.Group#setAll
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* @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.
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*/
setAll: function (key, value, checkAlive, checkVisible, operation) {
key = key.split('.');
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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)
}
},
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/**
* 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.
*
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* @method Phaser.Group#addAll
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* @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);
},
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/**
* 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.
*
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* @method Phaser.Group#subAll
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* @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);
},
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/**
* Multiplies the given property by the amount on all children in this Group.
* Group.multiplyAll('x', 2) will x2 the child.x value.
*
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* @method Phaser.Group#multiplyAll
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* @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);
},
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/**
* Divides the given property by the amount on all children in this Group.
* Group.divideAll('x', 2) will half the child.x value.
*
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* @method Phaser.Group#divideAll
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* @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);
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},
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/**
* 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.
*
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* @method Phaser.Group#callAllExists
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* @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) {
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var args = Array.prototype.splice.call(arguments, 2);
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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)
}
},
/**
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* Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that)
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* After the callback parameter you can add as many extra parameters as you like, which will all be passed to the child.
*
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* @method Phaser.Group#callAll
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* @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
{
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if (currentNode[callback])
{
currentNode[callback].apply(currentNode, args);
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext)
}
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},
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/**
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* 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.
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* 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.
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* For example: Group.forEach(awardBonusGold, this, true, 100, 500)
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*
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* @method Phaser.Group#forEach
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* @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.
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*/
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);
}
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},
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/**
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* 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)
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*
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* @method Phaser.Group#forEachAlive
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* @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').
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*/
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);
}
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},
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/**
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* 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)
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*
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* @method Phaser.Group#forEachDead
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* @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').
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*/
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);
}
},
/**
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* Call this function to retrieve the first object with exists == (the given state) in the Group.
*
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* @method Phaser.Group#getFirstExists
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* @param {boolean} state - True or false.
* @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;
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},
/**
* Call this function to retrieve the first object with alive == true in the group.
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* This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
*
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* @method Phaser.Group#getFirstAlive
* @return {Any} The first alive child, or null if none found.
*/
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getFirstAlive: function () {
if (this._container.children.length > 0 && this._container.first._iNext)
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{
var currentNode = this._container.first._iNext;
do
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{
if (currentNode.alive)
{
return currentNode;
}
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currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
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}
return null;
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},
/**
* Call this function to retrieve the first object with alive == false in the group.
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* This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
*
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* @method Phaser.Group#getFirstDead
* @return {Any} The first dead child, or null if none found.
*/
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getFirstDead: function () {
if (this._container.children.length > 0 && this._container.first._iNext)
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{
var currentNode = this._container.first._iNext;
do
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{
if (!currentNode.alive)
{
return currentNode;
}
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currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
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}
return null;
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},
/**
* Call this function to find out how many members of the group are alive.
*
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* @method Phaser.Group#countLiving
* @return {number} The number of children flagged as alive. Returns -1 if Group is empty.
*/
countLiving: function () {
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var total = 0;
if (this._container.children.length > 0 && this._container.first._iNext)
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{
var currentNode = this._container.first._iNext;
do
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{
if (currentNode.alive)
{
total++;
}
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currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
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}
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else
{
total = -1;
}
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return total;
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},
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/**
* Call this function to find out how many members of the group are dead.
*
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* @method Phaser.Group#countDead
* @return {number} The number of children flagged as dead. Returns -1 if Group is empty.
*/
countDead: function () {
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var total = 0;
if (this._container.children.length > 0 && this._container.first._iNext)
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{
var currentNode = this._container.first._iNext;
do
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{
if (!currentNode.alive)
{
total++;
}
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currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
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}
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else
{
total = -1;
}
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return total;
},
/**
* Returns a member at random from the group.
*
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* @method Phaser.Group#getRandom
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* @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);
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},
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/**
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* Removes the given child from this Group and sets its group property to null.
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*
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* @method Phaser.Group#remove
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* @param {Any} child - The child to remove.
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*/
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remove: function (child) {
if (child.events)
{
child.events.onRemovedFromGroup.dispatch(child, this);
}
this._container.removeChild(child);
child.group = null;
},
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/**
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* Removes all children from this Group, setting all group properties to null.
* The Group container remains on the display list.
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*
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* @method Phaser.Group#removeAll
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*/
removeAll: function () {
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if (this._container.children.length == 0)
{
return;
}
do
{
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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);
},
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/**
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* Removes all children from this Group whos index falls beteen the given startIndex and endIndex values.
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*
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* @method Phaser.Group#removeBetween
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* @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.
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*/
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);
}
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},
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/**
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* Destroys this Group. Removes all children, then removes the container from the display list and nulls references.
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*
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* @method Phaser.Group#destroy
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*/
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destroy: function () {
this.removeAll();
this._container.parent.removeChild(this._container);
this._container = null;
this.game = null;
this.exists = false;
},
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/**
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* Dumps out a list of Group children and their index positions to the browser console. Useful for group debugging.
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*
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* @method Phaser.Group#dump
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* @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.
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*/
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)
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}
};
/**
* @name Phaser.Group#total
* @property {number} total - The total number of children in this Group, regardless of their alive state.
* @readonly
*/
Object.defineProperty(Phaser.Group.prototype, "total", {
get: function () {
return this._container.children.length;
}
});
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/**
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* @name Phaser.Group#length
* @property {number} length - The number of children in this Group.
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* @readonly
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*/
Object.defineProperty(Phaser.Group.prototype, "length", {
get: function () {
return this._container.children.length;
}
});
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/**
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* 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.
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*/
Object.defineProperty(Phaser.Group.prototype, "x", {
get: function () {
return this._container.position.x;
},
set: function (value) {
this._container.position.x = value;
}
});
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/**
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* 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.
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*/
Object.defineProperty(Phaser.Group.prototype, "y", {
get: function () {
return this._container.position.y;
},
set: function (value) {
this._container.position.y = value;
}
});
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/**
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* 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.
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*/
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);
}
});
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/**
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* 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.
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*/
Object.defineProperty(Phaser.Group.prototype, "rotation", {
get: function () {
return this._container.rotation;
},
set: function (value) {
this._container.rotation = value;
}
});
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/**
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* @name Phaser.Group#visible
* @property {boolean} visible - The visible state of the Group. Non-visible Groups and all of their children are not rendered.
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*/
Object.defineProperty(Phaser.Group.prototype, "visible", {
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get: function () {
return this._container.visible;
},
set: function (value) {
this._container.visible = value;
}
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});
/**
* @name Phaser.Group#alpha
* @property {number} alpha - The alpha value of the Group container.
*/
Object.defineProperty(Phaser.Group.prototype, "alpha", {
get: function () {
return this._container.alpha;
},
set: function (value) {
this._container.alpha = value;
}
});