phaser/src/actions/GridAlign.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var AlignIn = require('../display/align/in/QuickSet');
var CONST = require('../display/align/const');
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var GetFastValue = require('../utils/object/GetFastValue');
var NOOP = require('../utils/NOOP');
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var Zone = require('../gameobjects/zone/Zone');
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var tempZone = new Zone({ sys: { queueDepthSort: NOOP, events: { once: NOOP } } }, 0, 0, 1, 1);
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/**
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* @typedef {object} GridAlignConfig
*
* @property {integer} [width=-1] - The width of the grid in items (not pixels). -1 means lay all items out horizontally, regardless of quantity.
* If both this value and height are set to -1 then this value overrides it and the `height` value is ignored.
* @property {integer} [height=-1] - The height of the grid in items (not pixels). -1 means lay all items out vertically, regardless of quantity.
* If both this value and `width` are set to -1 then `width` overrides it and this value is ignored.
* @property {integer} [cellWidth=1] - The width of the cell, in pixels, in which the item is positioned.
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* @property {integer} [cellHeight=1] - The height of the cell, in pixels, in which the item is positioned.
* @property {integer} [position=0] - The alignment position. One of the Phaser.Display.Align consts such as `TOP_LEFT` or `RIGHT_CENTER`.
* @property {number} [x=0] - Optionally place the top-left of the final grid at this coordinate.
* @property {number} [y=0] - Optionally place the top-left of the final grid at this coordinate.
*/
/**
* Takes an array of Game Objects, or any objects that have public `x` and `y` properties,
* and then aligns them based on the grid configuration given to this action.
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*
* @function Phaser.Actions.GridAlign
* @since 3.0.0
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*
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* @generic {Phaser.GameObjects.GameObject[]} G - [items,$return]
*
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* @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action.
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* @param {GridAlignConfig} options - The GridAlign Configuration object.
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*
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* @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action.
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*/
var GridAlign = function (items, options)
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{
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if (options === undefined) { options = {}; }
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var width = GetFastValue(options, 'width', -1);
var height = GetFastValue(options, 'height', -1);
var cellWidth = GetFastValue(options, 'cellWidth', 1);
var cellHeight = GetFastValue(options, 'cellHeight', cellWidth);
var position = GetFastValue(options, 'position', CONST.TOP_LEFT);
var x = GetFastValue(options, 'x', 0);
var y = GetFastValue(options, 'y', 0);
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var cx = 0;
var cy = 0;
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var w = (width * cellWidth);
var h = (height * cellHeight);
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tempZone.setPosition(x, y);
tempZone.setSize(cellWidth, cellHeight);
for (var i = 0; i < items.length; i++)
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{
AlignIn(items[i], tempZone, position);
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if (width === -1)
{
// We keep laying them out horizontally until we've done them all
cy += cellHeight;
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tempZone.y += cellHeight;
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if (cy === h)
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{
cy = 0;
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tempZone.x += cellWidth;
tempZone.y = y;
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}
}
else if (height === -1)
{
// We keep laying them out vertically until we've done them all
cx += cellWidth;
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tempZone.x += cellWidth;
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if (cx === w)
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{
cx = 0;
tempZone.x = x;
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tempZone.y += cellHeight;
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}
}
else
{
// We keep laying them out until we hit the column limit
cx += cellWidth;
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tempZone.x += cellWidth;
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if (cx === w)
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{
cx = 0;
cy += cellHeight;
tempZone.x = x;
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tempZone.y += cellHeight;
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if (cy === h)
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{
// We've hit the column limit, so return, even if there are items left
break;
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}
}
}
}
return items;
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};
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module.exports = GridAlign;