phaser/src/gameobjects/group/Group.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var Actions = require('../../actions/');
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var Class = require('../../utils/Class');
var GetFastValue = require('../../utils/object/GetFastValue');
var GetValue = require('../../utils/object/GetValue');
var Range = require('../../utils/array/Range');
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var Set = require('../../structs/Set');
var Sprite = require('../sprite/Sprite');
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/**
* @callback GroupCallback
*
* @param {Phaser.GameObjects.GameObject} item - A group member
*/
/**
* @callback GroupMultipleCreateCallback
*
* @param {Phaser.GameObjects.GameObject[]} items - The newly created group members
*/
/**
* @typedef {object} GroupConfig
*
* @property {?object} [classType=Sprite] - Sets {@link Phaser.GameObjects.Group#classType}.
* @property {?boolean} [active=true] - Sets {@link Phaser.GameObjects.Group#active}.
* @property {?number} [maxSize=-1] - Sets {@link Phaser.GameObjects.Group#maxSize}.
* @property {?string} [defaultKey=null] - Sets {@link Phaser.GameObjects.Group#defaultKey}.
* @property {?(string|integer)} [defaultFrame=null] - Sets {@link Phaser.GameObjects.Group#defaultFrame}.
* @property {?boolean} [runChildUpdate=false] - Sets {@link Phaser.GameObjects.Group#runChildUpdate}.
* @property {?GroupCallback} [createCallback=null] - Sets {@link Phaser.GameObjects.Group#createCallback}.
* @property {?GroupCallback} [removeCallback=null] - Sets {@link Phaser.GameObjects.Group#removeCallback}.
* @property {?GroupMultipleCreateCallback} [createMultipleCallback=null] - Sets {@link Phaser.GameObjects.Group#createMultipleCallback}.
*/
/**
* @typedef {object} GroupCreateConfig
*
* The total number of objects created will be
*
* key.length * frame.length * frameQuantity * (yoyo ? 2 : 1) * (1 + repeat)
*
* In the simplest case, 1 + `repeat` objects will be created.
*
* If `max` is positive, then the total created will not exceed `max`.
*
* `key` is required.
*
* @property {?object} [classType] - The class of each new Game Object.
* @property {string} [key] - The texture key of each new Game Object.
* @property {?(string|integer)} [frame=null] - The texture frame of each new Game Object.
* @property {?boolean} [visible=true] - The visible state of each new Game Object.
* @property {?boolean} [active=true] - The active state of each new Game Object.
* @property {?number} [repeat=0] - The number of times each `key` × `frame` combination will be *repeated* (after the first combination).
* @property {?boolean} [randomKey=false] - Select a `key` at random.
* @property {?boolean} [randomFrame=false] - Select a `frame` at random.
* @property {?boolean} [yoyo=false] - Select keys and frames by moving forward then backward through `key` and `frame`.
* @property {?number} [frameQuantity=1] - The number of times each `frame` should be combined with one `key`.
* @property {?number} [max=0] - The maximum number of new Game Objects to create. 0 is no maximum.
* @property {?object} [setXY]
* @property {?number} [setXY.x=0] - The horizontal position of each new Game Object.
* @property {?number} [setXY.y=0] - The vertical position of each new Game Object.
* @property {?number} [setXY.stepX=0] - Increment each Game Object's horizontal position from the previous by this amount, starting from `setXY.x`.
* @property {?number} [setXY.stepY=0] - Increment each Game Object's vertical position from the previous by this amount, starting from `setXY.y`.
* @property {?object} [setRotation]
* @property {?number} [setRotation.value=0] - Rotation of each new Game Object.
* @property {?number} [setRotation.step=0] - Increment each Game Object's rotation from the previous by this amount, starting at `setRotation.value`.
* @property {?object} [setScale]
* @property {?number} [setScale.x=0] - The horizontal scale of each new Game Object.
* @property {?number} [setScale.y=0] - The vertical scale of each new Game Object.
* @property {?number} [setScale.stepX=0] - Increment each Game Object's horizontal scale from the previous by this amount, starting from `setScale.x`.
* @property {?number} [setScale.stepY=0] - Increment each Game object's vertical scale from the previous by this amount, starting from `setScale.y`.
* @property {?object} [setAlpha]
* @property {?number} [setAlpha.value=0] - The alpha value of each new Game Object.
* @property {?number} [setAlpha.step=0] - Increment each Game Object's alpha from the previous by this amount, starting from `setAlpha.value`.
* @property {?*} [hitArea] - A geometric shape that defines the hit area for the Game Object.
* @property {?HitAreaCallback} [hitAreaCallback] - A callback to be invoked when the Game Object is interacted with.
* @property {?(false|GridAlignConfig)} [gridAlign=false] - Align the new Game Objects in a grid using these settings.
*
* @see Phaser.Actions.GridAlign
* @see Phaser.Actions.SetAlpha
* @see Phaser.Actions.SetHitArea
* @see Phaser.Actions.SetRotation
* @see Phaser.Actions.SetScale
* @see Phaser.Actions.SetXY
* @see Phaser.GameObjects.Group#createFromConfig
* @see Phaser.Utils.Array.Range
*/
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/**
* @classdesc A Group is a way for you to create, manipulate, or recycle similar Game Objects.
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*
* Group membership is non-exclusive. A Game Object can belong to several groups, one group, or none.
*
* Groups themselves aren't displayable, and can't be positioned, rotated, scaled, or hidden.
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*
* @class Group
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
* @param {Phaser.Scene} scene - The scene this group belongs to.
* @param {?(Phaser.GameObjects.GameObject[]|GroupConfig)} [children] - Game objects to add to this group; or the `config` argument.
* @param {GroupConfig} [config] - Settings for this group.
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*
* @see Phaser.Physics.Arcade.Group
* @see Phaser.Physics.Arcade.StaticGroup
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*/
var Group = new Class({
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initialize:
function Group (scene, children, config)
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{
if (config === undefined && !Array.isArray(children) && typeof children === 'object')
{
config = children;
children = null;
}
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/**
* This scene this group belongs to.
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*
* @name Phaser.GameObjects.Group#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = scene;
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/**
* Members of this group.
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*
* @name Phaser.GameObjects.Group#children
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* @type {Phaser.Structs.Set.<Phaser.GameObjects.GameObject>}
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* @since 3.0.0
*/
this.children = new Set(children);
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/**
* A flag identifying this object as a group.
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*
* @name Phaser.GameObjects.Group#isParent
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.isParent = true;
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/**
* The class to create new group members from.
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*
* @name Phaser.GameObjects.Group#classType
* @type {object}
* @since 3.0.0
* @default Phaser.GameObjects.Sprite
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*/
this.classType = GetFastValue(config, 'classType', Sprite);
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/**
* Whether this group runs its {@link Phaser.GameObjects.Group#preUpdate} method
* (which may update any members).
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*
* @name Phaser.GameObjects.Group#active
* @type {boolean}
* @since 3.0.0
*/
this.active = GetFastValue(config, 'active', true);
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/**
* The maximum size of this group, if used as a pool. -1 is no limit.
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*
* @name Phaser.GameObjects.Group#maxSize
* @type {integer}
* @since 3.0.0
* @default -1
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*/
this.maxSize = GetFastValue(config, 'maxSize', -1);
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/**
* A default texture key to use when creating new group members.
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*
* @name Phaser.GameObjects.Group#defaultKey
* @type {string}
* @since 3.0.0
*/
this.defaultKey = GetFastValue(config, 'defaultKey', null);
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/**
* A default texture frame to use when creating new group members.
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*
* @name Phaser.GameObjects.Group#defaultFrame
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* @type {(string|integer)}
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* @since 3.0.0
*/
this.defaultFrame = GetFastValue(config, 'defaultFrame', null);
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/**
* Whether to call the update method of any members.
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*
* @name Phaser.GameObjects.Group#runChildUpdate
* @type {boolean}
* @default false
* @since 3.0.0
* @see Phaser.GameObjects.Group#preUpdate
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*/
this.runChildUpdate = GetFastValue(config, 'runChildUpdate', false);
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/**
* A function to be called when adding or creating group members.
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*
* @name Phaser.GameObjects.Group#createCallback
* @type {?GroupCallback}
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* @since 3.0.0
*/
this.createCallback = GetFastValue(config, 'createCallback', null);
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/**
* A function to be called when removing group members.
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*
* @name Phaser.GameObjects.Group#removeCallback
* @type {?GroupCallback}
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* @since 3.0.0
*/
this.removeCallback = GetFastValue(config, 'removeCallback', null);
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/**
* A function to be called when creating several group members at once.
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*
* @name Phaser.GameObjects.Group#createMultipleCallback
* @type {?GroupMultipleCreateCallback}
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* @since 3.0.0
*/
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this.createMultipleCallback = GetFastValue(config, 'createMultipleCallback', null);
if (config)
{
this.createMultiple(config);
}
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},
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/**
* Creates a new Game Object and adds it to this group, unless the group {@link Phaser.GameObjects.Group#isFull is full}.
*
* Calls {@link Phaser.GameObjects.Group#createCallback}.
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*
* @method Phaser.GameObjects.Group#create
* @since 3.0.0
*
* @param {number} [x=0] - The horizontal position of the new Game Object in the world.
* @param {number} [y=0] - The vertical position of the new Game Object in the world.
* @param {string} [key=defaultKey] - The texture key of the new Game Object.
* @param {(string|integer)} [frame=defaultFrame] - The texture frame of the new Game Object.
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of the new Game Object.
* @param {boolean} [active=true] - The {@link Phaser.GameObjects.GameObject#active} state of the new Game Object.
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*
* @return {Phaser.GameObjects.GameObject} The new Game Object.
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*/
create: function (x, y, key, frame, visible, active)
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{
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if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (key === undefined) { key = this.defaultKey; }
if (frame === undefined) { frame = this.defaultFrame; }
if (visible === undefined) { visible = true; }
if (active === undefined) { active = true; }
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// Pool?
if (this.isFull())
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{
return null;
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}
var child = new this.classType(this.scene, x, y, key, frame);
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this.scene.sys.displayList.add(child);
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if (child.preUpdate)
{
this.scene.sys.updateList.add(child);
}
child.visible = visible;
child.setActive(active);
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this.add(child);
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return child;
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},
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/**
* Creates several Game Objects and adds them to this group.
*
* Calls {@link Phaser.GameObjects.Group#createMultipleCallback}
* and {@link Phaser.GameObjects.Group#createCallback}.
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*
* @method Phaser.GameObjects.Group#createMultiple
* @since 3.0.0
*
* @param {GroupCreateConfig|GroupCreateConfig[]} config - Creation settings. This can be a single configuration object or an array of such objects, which will be applied in turn.
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*
* @return {Phaser.GameObjects.GameObject[]} The newly created Game Objects.
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*/
createMultiple: function (config)
{
if (!Array.isArray(config))
{
config = [ config ];
}
var output = [];
for (var i = 0; i < config.length; i++)
{
var entries = this.createFromConfig(config[i]);
output = output.concat(entries);
}
return output;
},
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/**
* A helper for {@link Phaser.GameObjects.Group#createMultiple}.
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*
* @method Phaser.GameObjects.Group#createFromConfig
* @since 3.0.0
*
* @param {GroupCreateConfig} options - Creation settings.
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*
* @return {Phaser.GameObjects.GameObject[]} The newly created Game Objects.
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*/
createFromConfig: function (options)
{
this.classType = GetFastValue(options, 'classType', this.classType);
var key = GetFastValue(options, 'key', undefined);
var frame = GetFastValue(options, 'frame', null);
var visible = GetFastValue(options, 'visible', true);
var active = GetFastValue(options, 'active', true);
var entries = [];
// Can't do anything without at least a key
if (key === undefined)
{
return entries;
}
else
{
if (!Array.isArray(key))
{
key = [ key ];
}
if (!Array.isArray(frame))
{
frame = [ frame ];
}
}
// Build an array of key frame pairs to loop through
var repeat = GetFastValue(options, 'repeat', 0);
var randomKey = GetFastValue(options, 'randomKey', false);
var randomFrame = GetFastValue(options, 'randomFrame', false);
var yoyo = GetFastValue(options, 'yoyo', false);
var quantity = GetFastValue(options, 'frameQuantity', 1);
var max = GetFastValue(options, 'max', 0);
// If a grid is set we use that to override the quantity?
var range = Range(key, frame, {
max: max,
qty: quantity,
random: randomKey,
randomB: randomFrame,
repeat: repeat,
yoyo: yoyo
});
for (var c = 0; c < range.length; c++)
{
entries.push(this.create(0, 0, range[c].a, range[c].b, visible, active));
}
// Post-creation options (applied only to those items created in this call):
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var x = GetValue(options, 'setXY.x', 0);
var y = GetValue(options, 'setXY.y', 0);
var stepX = GetValue(options, 'setXY.stepX', 0);
var stepY = GetValue(options, 'setXY.stepY', 0);
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Actions.SetXY(entries, x, y, stepX, stepY);
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var rotation = GetValue(options, 'setRotation.value', 0);
var stepRotation = GetValue(options, 'setRotation.step', 0);
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Actions.SetRotation(entries, rotation, stepRotation);
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var scaleX = GetValue(options, 'setScale.x', 1);
var scaleY = GetValue(options, 'setScale.y', scaleX);
var stepScaleX = GetValue(options, 'setScale.stepX', 0);
var stepScaleY = GetValue(options, 'setScale.stepY', 0);
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Actions.SetScale(entries, scaleX, scaleY, stepScaleX, stepScaleY);
var alpha = GetValue(options, 'setAlpha.value', 1);
var stepAlpha = GetValue(options, 'setAlpha.step', 0);
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Actions.SetAlpha(entries, alpha, stepAlpha);
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var hitArea = GetFastValue(options, 'hitArea', null);
var hitAreaCallback = GetFastValue(options, 'hitAreaCallback', null);
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if (hitArea)
{
Actions.SetHitArea(entries, hitArea, hitAreaCallback);
}
var grid = GetFastValue(options, 'gridAlign', false);
if (grid)
{
Actions.GridAlign(entries, grid);
}
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if (this.createMultipleCallback)
{
this.createMultipleCallback.call(this, entries);
}
return entries;
},
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/**
* Updates any group members, if {@link Phaser.GameObjects.Group#runChildUpdate} is enabled.
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*
* @method Phaser.GameObjects.Group#preUpdate
* @since 3.0.0
*
* @param {number} time - The current timestamp.
* @param {number} delta - The delta time elapsed since the last frame.
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*/
preUpdate: function (time, delta)
{
if (!this.runChildUpdate || this.children.size === 0)
{
return;
}
// Because a Group child may mess with the length of the Group during its update
var temp = this.children.entries.slice();
for (var i = 0; i < temp.length; i++)
{
var item = temp[i];
if (item.active)
{
item.update(time, delta);
}
}
},
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/**
* Adds a Game Object to this group.
*
* Calls {@link Phaser.GameObjects.Group#createCallback}.
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*
* @method Phaser.GameObjects.Group#add
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} child - The Game Object to add.
* @param {boolean} [addToScene=false] - Also add the Game Object to the scene.
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*
* @return {Phaser.GameObjects.Group} This Group object.
*/
add: function (child, addToScene)
{
if (addToScene === undefined) { addToScene = false; }
if (this.isFull())
{
return this;
}
this.children.set(child);
if (this.createCallback)
{
this.createCallback.call(this, child);
}
if (addToScene)
{
this.scene.sys.displayList.add(child);
if (child.preUpdate)
{
this.scene.sys.updateList.add(child);
}
}
child.on('destroy', this.remove, this);
return this;
},
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/**
* Adds several Game Objects to this group.
*
* Calls {@link Phaser.GameObjects.Group#createCallback}.
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*
* @method Phaser.GameObjects.Group#addMultiple
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject[]} children - The Game Objects to add.
* @param {boolean} [addToScene=false] - Also add the Game Objects to the scene.
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*
* @return {Phaser.GameObjects.Group} This group.
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*/
addMultiple: function (children, addToScene)
{
if (addToScene === undefined) { addToScene = false; }
if (Array.isArray(children))
{
for (var i = 0; i < children.length; i++)
{
this.add(children[i], addToScene);
}
}
return this;
},
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/**
* Removes a member of this group.
*
* Calls {@link Phaser.GameObjects.Group#removeCallback}.
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*
* @method Phaser.GameObjects.Group#remove
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} child - The Game Object to remove.
* @param {boolean} [removeFromScene=false] - Also remove the group member from the scene.
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*
* @return {Phaser.GameObjects.Group} This Group object.
*/
remove: function (child, removeFromScene)
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{
if (removeFromScene === undefined) { removeFromScene = false; }
this.children.delete(child);
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if (this.removeCallback)
{
this.removeCallback.call(this, child);
}
if (removeFromScene)
{
this.scene.sys.displayList.remove(child);
if (child.preUpdate)
{
this.scene.sys.updateList.remove(child);
}
}
child.off('destroy', this.remove, this);
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return this;
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},
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/**
* Removes all members of this group.
*
* Does not call {@link Phaser.GameObjects.Group#removeCallback}.
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*
* @method Phaser.GameObjects.Group#clear
* @since 3.0.0
*
* @param {boolean} [removeFromScene=false] - Also remove each group member from the scene.
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*
* @return {Phaser.GameObjects.Group} This group.
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*/
clear: function (removeFromScene)
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{
if (removeFromScene === undefined) { removeFromScene = false; }
var children = this.children;
for (var i = 0; i < children.size; i++)
{
var gameObject = children.entries[i];
gameObject.off('destroy', this.remove, this);
if (removeFromScene)
{
this.scene.sys.displayList.remove(gameObject);
if (gameObject.preUpdate)
{
this.scene.sys.updateList.remove(gameObject);
}
}
}
this.children.clear();
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return this;
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},
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/**
* Tests if a Game Object is a member of this group.
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*
* @method Phaser.GameObjects.Group#contains
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} child - A Game Object.
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*
* @return {boolean} True if the Game Object is a member of this group.
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*/
contains: function (child)
{
return this.children.contains(child);
},
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/**
* All members of the group.
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*
* @method Phaser.GameObjects.Group#getChildren
* @since 3.0.0
*
* @return {Phaser.GameObjects.GameObject[]} The group members.
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*/
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getChildren: function ()
{
return this.children.entries;
},
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/**
* The number of members of the group.
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*
* @method Phaser.GameObjects.Group#getLength
* @since 3.0.0
*
* @return {integer}
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*/
getLength: function ()
{
return this.children.size;
},
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/**
* Scans the group for the first member that has an {@link Phaser.GameObjects.GameObject#active} state matching the argument,
* assigns `x` and `y`, and returns the member.
*
* If no matching member is found and `createIfNull` is true and the group isn't full then it will create a new Game Object using `x`, `y`, `key`, `frame`, and `visible`.
* Unless a new member is created, `key`, `frame`, and `visible` are ignored.
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*
* @method Phaser.GameObjects.Group#getFirst
* @since 3.0.0
*
* @param {boolean} [state=false] - The {@link Phaser.GameObjects.GameObject#active} value to match.
* @param {boolean} [createIfNull=false] - Create a new Game Object if no matching members are found, using the following arguments.
* @param {number} [x] - The horizontal position of the Game Object in the world.
* @param {number} [y] - The vertical position of the Game Object in the world.
* @param {string} [key=defaultKey] - The texture key assigned to a new Game Object (if one is created).
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
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*
* @return {?Phaser.GameObjects.GameObject} The first matching group member, or a newly created member, or null.
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*/
getFirst: function (state, createIfNull, x, y, key, frame, visible)
{
if (state === undefined) { state = false; }
if (createIfNull === undefined) { createIfNull = false; }
var gameObject;
var children = this.children.entries;
for (var i = 0; i < children.length; i++)
{
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gameObject = children[i];
if (gameObject.active === state)
{
if (typeof(x) === 'number')
{
gameObject.x = x;
}
if (typeof(y) === 'number')
{
gameObject.y = y;
}
return gameObject;
}
}
// Got this far? We need to create or bail
if (createIfNull)
{
return this.create(x, y, key, frame, visible);
}
else
{
return null;
}
},
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/**
* Scans the group for the first member that has an {@link Phaser.GameObjects.GameObject#active} state set to `false`,
* assigns `x` and `y`, and returns the member.
*
* If no inactive member is found and the group isn't full then it will create a new Game Object using `x`, `y`, `key`, `frame`, and `visible`.
* The new Game Object will have its active state set to `true`.
* Unless a new member is created, `key`, `frame`, and `visible` are ignored.
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*
* @method Phaser.GameObjects.Group#get
* @since 3.0.0
*
* @param {number} [x] - The horizontal position of the Game Object in the world.
* @param {number} [y] - The vertical position of the Game Object in the world.
* @param {string} [key=defaultKey] - The texture key assigned to a new Game Object (if one is created).
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
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*
* @return {?Phaser.GameObjects.GameObject} The first inactive group member, or a newly created member, or null.
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*/
get: function (x, y, key, frame, visible)
{
return this.getFirst(false, true, x, y, key, frame, visible);
},
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/**
* Scans the group for the first member that has an {@link Phaser.GameObjects.GameObject#active} state set to `true`,
* assigns `x` and `y`, and returns the member.
*
* If no active member is found and `createIfNull` is `true` and the group isn't full then it will create a new one using `x`, `y`, `key`, `frame`, and `visible`.
* Unless a new member is created, `key`, `frame`, and `visible` are ignored.
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*
* @method Phaser.GameObjects.Group#getFirstAlive
* @since 3.0.0
*
* @param {boolean} [createIfNull=false] - Create a new Game Object if no matching members are found, using the following arguments.
* @param {number} [x] - The horizontal position of the Game Object in the world.
* @param {number} [y] - The vertical position of the Game Object in the world.
* @param {string} [key=defaultKey] - The texture key assigned to a new Game Object (if one is created).
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
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*
* @return {Phaser.GameObjects.GameObject} The first active group member, or a newly created member, or null.
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*/
getFirstAlive: function (createIfNull, x, y, key, frame, visible)
{
return this.getFirst(true, createIfNull, x, y, key, frame, visible);
},
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/**
* Scans the group for the first member that has an {@link Phaser.GameObjects.GameObject#active} state set to `false`,
* assigns `x` and `y`, and returns the member.
*
* If no inactive member is found and `createIfNull` is `true` and the group isn't full then it will create a new one using `x`, `y`, `key`, `frame`, and `visible`.
* The new Game Object will have an active state set to `true`.
* Unless a new member is created, `key`, `frame`, and `visible` are ignored.
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*
* @method Phaser.GameObjects.Group#getFirstDead
* @since 3.0.0
*
* @param {boolean} [createIfNull=false] - Create a new Game Object if no matching members are found, using the following arguments.
* @param {number} [x] - The horizontal position of the Game Object in the world.
* @param {number} [y] - The vertical position of the Game Object in the world.
* @param {string} [key=defaultKey] - The texture key assigned to a new Game Object (if one is created).
* @param {(string|integer)} [frame=defaultFrame] - A texture frame assigned to a new Game Object (if one is created).
* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).
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*
* @return {Phaser.GameObjects.GameObject} The first inactive group member, or a newly created member, or null.
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*/
getFirstDead: function (createIfNull, x, y, key, frame, visible)
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{
return this.getFirst(false, createIfNull, x, y, key, frame, visible);
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},
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/**
* {@link Phaser.GameObjects.Components.Animation#play Plays} an animation for all members of this group.
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*
* @method Phaser.GameObjects.Group#playAnimation
* @since 3.0.0
*
* @param {string} key - The string-based key of the animation to play.
* @param {string} [startFrame=0] - Optionally start the animation playing from this frame index.
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*
* @return {Phaser.GameObjects.Group} This Group object.
*/
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playAnimation: function (key, startFrame)
{
Actions.PlayAnimation(this.children.entries, key, startFrame);
return this;
},
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/**
* Whether this group's size at its {@link Phaser.GameObjects.Group#maxSize maximum}.
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*
* @method Phaser.GameObjects.Group#isFull
* @since 3.0.0
*
* @return {boolean} True if the number of members equals {@link Phaser.GameObjects.Group#maxSize}.
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*/
isFull: function ()
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{
if (this.maxSize === -1)
{
return false;
}
else
{
return (this.children.size === this.maxSize);
}
},
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/**
* Counts the number of active (or inactive) group members.
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*
* @method Phaser.GameObjects.Group#countActive
* @since 3.0.0
*
* @param {boolean} [value=true] - Count active (true) or inactive (false) group members.
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*
* @return {integer} The number of group members with an active state matching the `active` argument.
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*/
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countActive: function (value)
{
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if (value === undefined) { value = true; }
var total = 0;
for (var i = 0; i < this.children.size; i++)
{
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if (this.children.entries[i].active === value)
{
total++;
}
}
return total;
},
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/**
* Counts the number of in-use (active) group members.
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*
* @method Phaser.GameObjects.Group#getTotalUsed
* @since 3.0.0
*
* @return {integer} The number of group members with an active state of true.
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*/
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getTotalUsed: function ()
{
return this.countActive();
},
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/**
* The difference of {@link Phaser.GameObjects.Group#maxSize} and the number of active group members.
*
* This represents the number of group members that could be created or reactivated before reaching the size limit.
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*
* @method Phaser.GameObjects.Group#getTotalFree
* @since 3.0.0
*
* @return {integer} maxSize minus the number of active group numbers; or a large number (if maxSize is -1).
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*/
getTotalFree: function ()
{
var used = this.getTotalUsed();
var capacity = (this.maxSize === -1) ? 999999999999 : this.maxSize;
return (capacity - used);
},
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/**
* Sets the depth of each group member.
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*
* @method Phaser.GameObjects.Group#setDepth
* @since 3.0.0
*
* @param {number} value - The amount to set the property to.
* @param {number} step - This is added to the `value` amount, multiplied by the iteration counter.
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*
* @return {Phaser.GameObjects.Group} This Group object.
*/
setDepth: function (value, step)
{
Actions.SetDepth(this.children.entries, value, step);
return this;
},
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/**
* Deactivates a member of this group.
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*
* @method Phaser.GameObjects.Group#kill
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - A member of this group.
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*/
kill: function (gameObject)
{
if (this.children.contains(gameObject))
{
gameObject.setActive(false);
}
},
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/**
* Deactivates and hides a member of this group.
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*
* @method Phaser.GameObjects.Group#killAndHide
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - A member of this group.
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*/
killAndHide: function (gameObject)
{
if (this.children.contains(gameObject))
{
gameObject.setActive(false);
gameObject.setVisible(false);
}
},
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/**
* Toggles (flips) the visible state of each member of this group.
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*
* @method Phaser.GameObjects.Group#toggleVisible
* @since 3.0.0
*
* @return {Phaser.GameObjects.Group} This Group object.
*/
toggleVisible: function ()
{
Actions.ToggleVisible(this.children.entries);
return this;
},
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/**
* Empties this group and removes it from the scene.
*
* Does not call {@link Phaser.GameObjects.Group#removeCallback}.
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*
* @method Phaser.GameObjects.Group#destroy
* @since 3.0.0
*
* @param {boolean} [destroyChildren=false] - Also {@link Phaser.GameObjects.GameObject#destroy} each group member.
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*/
destroy: function (destroyChildren)
{
if (destroyChildren === undefined) { destroyChildren = false; }
if (destroyChildren)
{
var children = this.children;
for (var i = 0; i < children.size; i++)
{
var gameObject = children.entries[i];
// Remove the event hook first or it'll go all recursive hell on us
gameObject.off('destroy', this.remove, this);
gameObject.destroy();
}
}
this.children.clear();
this.scene = undefined;
this.children = undefined;
}
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});
module.exports = Group;