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< a href = "PIXI.Graphics.html" > Graphics< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
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< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
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< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
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< a href = "PIXI.PolyK.html" > PolyK< / a >
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< / li >
< li class = "class-depth-1" >
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< / li >
< li class = "class-depth-1" >
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class="caret">< / b > < / a >
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< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
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< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
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< / ul >
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< / ul >
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< div class = "row-fluid" >
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< div id = "main" >
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< h1 class = "page-title" > Source: src/utils/ArrayUtils.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Utility functions for dealing with Arrays.
*
* @class Phaser.ArrayUtils
* @static
*/
Phaser.ArrayUtils = {
/**
* Fetch a random entry from the given array.
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*
* Will return null if there are no array items that fall within the specified range
* or if there is no item for the randomly choosen index.
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*
* @method
* @param {any[]} objects - An array of objects.
* @param {integer} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
* @param {integer} length - Optional restriction on the number of values you want to randomly select from.
* @return {object} The random object that was selected.
*/
getRandomItem: function (objects, startIndex, length) {
if (objects == null) { // undefined or null
return null;
}
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if (startIndex === undefined) { startIndex = 0; }
if (length === undefined) { length = objects.length; }
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var randomIndex = startIndex + Math.floor(Math.random() * length);
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return objects[randomIndex] === undefined ? null : objects[randomIndex];
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},
/**
* Removes a random object from the given array and returns it.
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*
* Will return null if there are no array items that fall within the specified range
* or if there is no item for the randomly choosen index.
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*
* @method
* @param {any[]} objects - An array of objects.
* @param {integer} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
* @param {integer} length - Optional restriction on the number of values you want to randomly select from.
* @return {object} The random object that was removed.
*/
removeRandomItem: function (objects, startIndex, length) {
if (objects == null) { // undefined or null
return null;
}
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if (startIndex === undefined) { startIndex = 0; }
if (length === undefined) { length = objects.length; }
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var randomIndex = startIndex + Math.floor(Math.random() * length);
if (randomIndex < objects.length)
{
var removed = objects.splice(randomIndex, 1);
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return removed[0] === undefined ? null : removed[0];
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}
else
{
return null;
}
},
/**
* A standard Fisher-Yates Array shuffle implementation which modifies the array in place.
*
* @method
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* @param {any[]} array - The array to shuffle.
* @return {any[]} The original array, now shuffled.
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*/
shuffle: function (array) {
for (var i = array.length - 1; i > 0; i--)
{
var j = Math.floor(Math.random() * (i + 1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return array;
},
/**
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* Transposes the elements of the given matrix (array of arrays).
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*
* @method
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* @param {Array< any[]>} array - The matrix to transpose.
* @return {Array< any[]>} A new transposed matrix
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*/
transposeMatrix: function (array) {
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var sourceRowCount = array.length;
var sourceColCount = array[0].length;
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var result = new Array(sourceColCount);
for (var i = 0; i < sourceColCount; i++)
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{
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result[i] = new Array(sourceRowCount);
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for (var j = sourceRowCount - 1; j > -1; j--)
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{
result[i][j] = array[j][i];
}
}
return result;
},
/**
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* Rotates the given matrix (array of arrays).
*
* Based on the routine from {@link http://jsfiddle.net/MrPolywhirl/NH42z/}.
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*
* @method
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* @param {Array< any[]>} matrix - The array to rotate; this matrix _may_ be altered.
* @param {number|string} direction - The amount to rotate: the roation in degrees (90, -90, 270, -270, 180) or a string command ('rotateLeft', 'rotateRight' or 'rotate180').
* @return {Array< any[]>} The rotated matrix. The source matrix should be discarded for the returned matrix.
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*/
rotateMatrix: function (matrix, direction) {
if (typeof direction !== 'string')
{
direction = ((direction % 360) + 360) % 360;
}
if (direction === 90 || direction === -270 || direction === 'rotateLeft')
{
matrix = Phaser.ArrayUtils.transposeMatrix(matrix);
matrix = matrix.reverse();
}
else if (direction === -90 || direction === 270 || direction === 'rotateRight')
{
matrix = matrix.reverse();
matrix = Phaser.ArrayUtils.transposeMatrix(matrix);
}
else if (Math.abs(direction) === 180 || direction === 'rotate180')
{
for (var i = 0; i < matrix.length; i++)
{
matrix[i].reverse();
}
matrix = matrix.reverse();
}
return matrix;
},
/**
* Snaps a value to the nearest value in an array.
* The result will always be in the range `[first_value, last_value]`.
*
* @method
* @param {number} value - The search value
* @param {number[]} arr - The input array which _must_ be sorted.
* @return {number} The nearest value found.
*/
findClosest: function (value, arr) {
if (!arr.length)
{
return NaN;
}
else if (arr.length === 1 || value < arr[0])
{
return arr[0];
}
var i = 1;
while (arr[i] < value) {
i++;
}
var low = arr[i - 1];
var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY;
return ((high - value) < = (value - low)) ? high : low;
},
/**
* Moves the element from the start of the array to the end, shifting all items in the process.
* The "rotation" happens to the left.
*
* @method Phaser.ArrayUtils.rotate
* @param {any[]} array - The array to shift/rotate. The array is modified.
* @return {any} The shifted value.
*/
rotate: function (array) {
var s = array.shift();
array.push(s);
return s;
},
/**
* Create an array representing the inclusive range of numbers (usually integers) in `[start, end]`.
* This is equivalent to `numberArrayStep(start, end, 1)`.
*
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* @method Phaser.ArrayUtils#numberArray
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* @param {number} start - The minimum value the array starts with.
* @param {number} end - The maximum value the array contains.
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* @return {number[]} The array of number values.
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*/
numberArray: function (start, end) {
var result = [];
for (var i = start; i < = end; i++)
{
result.push(i);
}
return result;
},
/**
* Create an array of numbers (positive and/or negative) progressing from `start`
* up to but not including `end` by advancing by `step`.
*
* If `start` is less than `stop` a zero-length range is created unless a negative `step` is specified.
*
* Certain values for `start` and `end` (eg. NaN/undefined/null) are currently coerced to 0;
* for forward compatibility make sure to pass in actual numbers.
*
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* @method Phaser.ArrayUtils#numberArrayStep
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* @param {number} start - The start of the range.
* @param {number} end - The end of the range.
* @param {number} [step=1] - The value to increment or decrement by.
* @returns {Array} Returns the new array of numbers.
* @example
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* Phaser.ArrayUtils.numberArrayStep(4);
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* // => [0, 1, 2, 3]
*
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* Phaser.ArrayUtils.numberArrayStep(1, 5);
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* // => [1, 2, 3, 4]
*
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* Phaser.ArrayUtils.numberArrayStep(0, 20, 5);
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* // => [0, 5, 10, 15]
*
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* Phaser.ArrayUtils.numberArrayStep(0, -4, -1);
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* // => [0, -1, -2, -3]
*
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* Phaser.ArrayUtils.numberArrayStep(1, 4, 0);
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* // => [1, 1, 1]
*
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* Phaser.ArrayUtils.numberArrayStep(0);
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* // => []
*/
numberArrayStep: function(start, end, step) {
start = +start || 0;
// enables use as a callback for functions like `_.map`
var type = typeof end;
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if ((type === 'number' || type === 'string') & & step & & step[end] === start)
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{
end = step = null;
}
step = step == null ? 1 : (+step || 0);
if (end === null)
{
end = start;
start = 0;
}
else
{
end = +end || 0;
}
// use `Array(length)` so engines like Chakra and V8 avoid slower modes
// http://youtu.be/XAqIpGU8ZZk#t=17m25s
var index = -1;
var length = Math.max(Phaser.Math.roundAwayFromZero((end - start) / (step || 1)), 0);
var result = new Array(length);
while (++index < length)
{
result[index] = start;
start += step;
}
return result;
}
};
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