phaser/Phaser/Group.ts

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/// <reference path="Basic.ts" />
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/// <reference path="Game.ts" />
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/**
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* Phaser - Group
*
* This class is used for organising, updating and sorting game objects.
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*/
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module Phaser {
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export class Group extends Basic {
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constructor(game: Game, MaxSize?: number = 0) {
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super(game);
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this.isGroup = true;
this.members = [];
this.length = 0;
this._maxSize = MaxSize;
this._marker = 0;
this._sortIndex = null;
this.cameraBlacklist = [];
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}
/**
* Internal tracker for the maximum capacity of the group.
* Default is 0, or no max capacity.
*/
private _maxSize: number;
/**
* Internal helper variable for recycling objects a la <code>Emitter</code>.
*/
private _marker: number;
/**
* Helper for sort.
*/
private _sortIndex: string;
/**
* Helper for sort.
*/
private _sortOrder: number;
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/**
* Use with <code>sort()</code> to sort in ascending order.
*/
public static ASCENDING: number = -1;
/**
* Use with <code>sort()</code> to sort in descending order.
*/
public static DESCENDING: number = 1;
/**
* Array of all the <code>Basic</code>s that exist in this group.
*/
public members: Basic[];
/**
* The number of entries in the members array.
* For performance and safety you should check this variable
* instead of members.length unless you really know what you're doing!
*/
public length: number;
/**
* You can set a globalCompositeOperation that will be applied before the render method is called on this Groups children.
* This is useful if you wish to apply an effect like 'lighten' to a whole group of children as it saves doing it one-by-one.
* If this value is set it will call a canvas context save and restore before and after the render pass.
* Set to null to disable.
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*/
public globalCompositeOperation: string = null;
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/**
* You can set an alpha value on this Group that will be applied before the render method is called on this Groups children.
* This is useful if you wish to alpha a whole group of children as it saves doing it one-by-one.
* Set to 0 to disable.
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*/
public alpha: number = 0;
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/**
* An Array of Cameras to which this Group, or any of its children, won't render
* @type {Array}
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*/
public cameraBlacklist: number[];
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/**
* If you do not wish this object to be visible to a specific camera, pass the camera here.
*
* @param camera {Camera} The specific camera.
*/
public hideFromCamera(camera: Camera) {
if (this.cameraBlacklist.indexOf(camera.ID) == -1)
{
this.cameraBlacklist.push(camera.ID);
}
}
/**
* Make this object only visible to a specific camera.
*
* @param camera {Camera} The camera you wish it to be visible.
*/
public showToCamera(camera: Camera) {
if (this.cameraBlacklist.indexOf(camera.ID) !== -1)
{
this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1);
}
}
/**
* This clears the camera black list, making the GameObject visible to all cameras.
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*/
public clearCameraList() {
this.cameraBlacklist.length = 0;
}
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/**
* Override this function to handle any deleting or "shutdown" type operations you might need,
* such as removing traditional Flash children like Basic objects.
*/
public destroy() {
if (this.members != null)
{
var basic: Basic;
var i: number = 0;
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while (i < this.length)
{
basic = this.members[i++];
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if (basic != null)
{
basic.destroy();
}
}
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this.members.length = 0;
}
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this._sortIndex = null;
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}
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/**
* Automatically goes through and calls update on everything you added.
*/
public update(forceUpdate?: bool = false) {
if (this.ignoreGlobalUpdate && forceUpdate == false)
{
return;
}
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var basic: Basic;
var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
if ((basic != null) && basic.exists && basic.active && basic.ignoreGlobalUpdate == false)
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{
basic.preUpdate();
basic.update(forceUpdate);
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basic.postUpdate();
}
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}
}
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/**
* Automatically goes through and calls render on everything you added.
*/
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number, forceRender?: bool = false) {
if (this.cameraBlacklist.indexOf(camera.ID) !== -1)
{
return;
}
if (this.ignoreGlobalRender && forceRender == false)
{
return;
}
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if (this.globalCompositeOperation)
{
this._game.stage.context.save();
this._game.stage.context.globalCompositeOperation = this.globalCompositeOperation;
}
if (this.alpha > 0)
{
var prevAlpha: number = this._game.stage.context.globalAlpha;
this._game.stage.context.globalAlpha = this.alpha;
}
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var basic: Basic;
var i: number = 0;
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while (i < this.length)
{
basic = this.members[i++];
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if ((basic != null) && basic.exists && basic.visible && basic.ignoreGlobalRender == false)
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{
basic.render(camera, cameraOffsetX, cameraOffsetY, forceRender);
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}
}
if (this.alpha > 0)
{
this._game.stage.context.globalAlpha = prevAlpha;
}
if (this.globalCompositeOperation)
{
this._game.stage.context.restore();
}
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}
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/**
* The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
*/
public get maxSize(): number {
return this._maxSize;
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}
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/**
* @private
*/
public set maxSize(Size: number) {
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this._maxSize = Size;
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if (this._marker >= this._maxSize)
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{
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this._marker = 0;
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}
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if ((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length))
{
return;
}
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//If the max size has shrunk, we need to get rid of some objects
var basic: Basic;
var i: number = this._maxSize;
var l: number = this.members.length;
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while (i < l)
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{
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basic = this.members[i++];
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if (basic != null)
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{
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basic.destroy();
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}
}
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this.length = this.members.length = this._maxSize;
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}
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/**
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* Adds a new <code>Basic</code> subclass (Basic, GameObject, Sprite, etc) to the group.
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* Group will try to replace a null member of the array first.
* Failing that, Group will add it to the end of the member array,
* assuming there is room for it, and doubling the size of the array if necessary.
*
* <p>WARNING: If the group has a maxSize that has already been met,
* the object will NOT be added to the group!</p>
*
* @param {Basic} Object The object you want to add to the group.
* @return {Basic} The same <code>Basic</code> object that was passed in.
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*/
public add(Object: Basic): any {
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//Don't bother adding an object twice.
if (this.members.indexOf(Object) >= 0)
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{
return Object;
}
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//First, look for a null entry where we can add the object.
var i: number = 0;
var l: number = this.members.length;
while (i < l)
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{
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if (this.members[i] == null)
{
this.members[i] = Object;
if (i >= this.length)
{
this.length = i + 1;
}
return Object;
}
i++;
}
//Failing that, expand the array (if we can) and add the object.
if (this._maxSize > 0)
{
if (this.members.length >= this._maxSize)
{
return Object;
}
else if (this.members.length * 2 <= this._maxSize)
{
this.members.length *= 2;
}
else
{
this.members.length = this._maxSize;
}
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}
else
{
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this.members.length *= 2;
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}
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//If we made it this far, then we successfully grew the group,
//and we can go ahead and add the object at the first open slot.
this.members[i] = Object;
this.length = i + 1;
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return Object;
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}
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/**
* Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
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*
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* <p>If you specified a maximum size for this group (like in Emitter),
* then recycle will employ what we're calling "rotating" recycling.
* Recycle() will first check to see if the group is at capacity yet.
* If group is not yet at capacity, recycle() returns a new object.
* If the group IS at capacity, then recycle() just returns the next object in line.</p>
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*
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* <p>If you did NOT specify a maximum size for this group,
* then recycle() will employ what we're calling "grow-style" recycling.
* Recycle() will return either the first object with exists == false,
* or, finding none, add a new object to the array,
* doubling the size of the array if necessary.</p>
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*
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* <p>WARNING: If this function needs to create a new object,
* and no object class was provided, it will return null
* instead of a valid object!</p>
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*
* @param {class} ObjectClass The class type you want to recycle (e.g. Basic, EvilRobot, etc). Do NOT "new" the class in the parameter!
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*
* @return {any} A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;).
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*/
public recycle(ObjectClass = null) {
var basic;
if (this._maxSize > 0)
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{
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if (this.length < this._maxSize)
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{
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if (ObjectClass == null)
{
return null;
}
return this.add(new ObjectClass(this._game));
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}
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else
{
basic = this.members[this._marker++];
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if (this._marker >= this._maxSize)
{
this._marker = 0;
}
return basic;
}
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}
else
{
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basic = this.getFirstAvailable(ObjectClass);
if (basic != null)
{
return basic;
}
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if (ObjectClass == null)
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{
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return null;
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}
return this.add(new ObjectClass(this._game));
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}
}
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/**
* Removes an object from the group.
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*
* @param {Basic} object The <code>Basic</code> you want to remove.
* @param {boolean} splice Whether the object should be cut from the array entirely or not.
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*
* @return {Basic} The removed object.
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*/
public remove(object: Basic, splice: bool = false): Basic {
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var index: number = this.members.indexOf(object);
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if ((index < 0) || (index >= this.members.length))
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{
return null;
}
if (splice)
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{
this.members.splice(index, 1);
this.length--;
}
else
{
this.members[index] = null;
}
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return object;
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}
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/**
* Replaces an existing <code>Basic</code> with a new one.
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*
* @param {Basic} oldObject The object you want to replace.
* @param {Basic} newObject The new object you want to use instead.
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*
* @return {Basic} The new object.
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*/
public replace(oldObject: Basic, newObject: Basic): Basic {
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var index: number = this.members.indexOf(oldObject);
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if ((index < 0) || (index >= this.members.length))
{
return null;
}
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this.members[index] = newObject;
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return newObject;
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}
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/**
* Call this function to sort the group according to a particular value and order.
* For example, to sort game objects for Zelda-style overlaps you might call
* <code>myGroup.sort("y",Group.ASCENDING)</code> at the bottom of your
* <code>State.update()</code> override. To sort all existing objects after
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* a big explosion or bomb attack, you might call <code>myGroup.sort("exists",Group.DESCENDING)</code>.
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*
* @param {string} index The <code>string</code> name of the member variable you want to sort on. Default value is "y".
* @param {number} order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
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*/
public sort(index: string = "y", order: number = Group.ASCENDING) {
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this._sortIndex = index;
this._sortOrder = order;
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this.members.sort(this.sortHandler);
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}
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/**
* Go through and set the specified variable to the specified value on all members of the group.
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*
* @param {string} VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor".
* @param {Object} Value The value you want to assign to that variable.
* @param {boolean} Recurse Default value is true, meaning if <code>setAll()</code> encounters a member that is a group, it will call <code>setAll()</code> on that group rather than modifying its variable.
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*/
public setAll(VariableName: string, Value: Object, Recurse: bool = true) {
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var basic: Basic;
var i: number = 0;
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while (i < length)
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{
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basic = this.members[i++];
if (basic != null)
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{
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if (Recurse && (basic.isGroup == true))
{
<Group> basic['setAll'](VariableName, Value, Recurse);
}
else
{
basic[VariableName] = Value;
}
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}
}
}
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/**
* Go through and call the specified function on all members of the group.
* Currently only works on functions that have no required parameters.
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*
* @param {string} FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()".
* @param {boolean} Recurse Default value is true, meaning if <code>callAll()</code> encounters a member that is a group, it will call <code>callAll()</code> on that group rather than calling the group's function.
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*/
public callAll(FunctionName: string, Recurse: bool = true) {
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var basic: Basic;
var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
if (basic != null)
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{
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if (Recurse && (basic.isGroup == true))
{
<Group> basic['callAll'](FunctionName, Recurse);
}
else
{
basic[FunctionName]();
}
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}
}
}
/**
* @param {function} callback
* @param {boolean} recursive
*/
public forEach(callback, recursive: bool = false) {
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var basic;
var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
if (basic != null)
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{
if (recursive && (basic.isGroup == true))
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{
basic.forEach(callback, true);
}
else
{
callback.call(this, basic);
}
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}
}
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}
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/**
* @param {any} context
* @param {function} callback
* @param {boolean} recursive
*/
public forEachAlive(context, callback, recursive: bool = false) {
var basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if (basic != null && basic.alive)
{
if (recursive && (basic.isGroup == true))
{
basic.forEachAlive(context, callback, true);
}
else
{
callback.call(context, basic);
}
}
}
}
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/**
* Call this function to retrieve the first object with exists == false in the group.
* This is handy for recycling in general, e.g. respawning enemies.
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*
* @param {any} [ObjectClass] An optional parameter that lets you narrow the results to instances of this particular class.
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*
* @return {any} A <code>Basic</code> currently flagged as not existing.
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*/
public getFirstAvailable(ObjectClass = null) {
var basic;
var i: number = 0;
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while (i < this.length)
{
basic = this.members[i++];
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if ((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass)))
{
return basic;
}
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}
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return null;
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}
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/**
* Call this function to retrieve the first index set to 'null'.
* Returns -1 if no index stores a null object.
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*
* @return {number} An <code>int</code> indicating the first null slot in the group.
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*/
public getFirstNull(): number {
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var basic: Basic;
var i: number = 0;
var l: number = this.members.length;
while (i < l)
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{
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if (this.members[i] == null)
{
return i;
}
else
{
i++;
}
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}
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return -1;
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}
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/**
* Call this function to retrieve the first object with exists == true in the group.
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
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*
* @return {Basic} A <code>Basic</code> currently flagged as existing.
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*/
public getFirstExtant(): Basic {
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var basic: Basic;
var i: number = 0;
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while (i < length)
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{
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basic = this.members[i++];
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if ((basic != null) && basic.exists)
{
return basic;
}
}
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return null;
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}
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/**
* Call this function to retrieve the first object with dead == false in the group.
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
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*
* @return {Basic} A <code>Basic</code> currently flagged as not dead.
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*/
public getFirstAlive(): Basic {
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var basic: Basic;
var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if ((basic != null) && basic.exists && basic.alive)
{
return basic;
}
}
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return null;
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}
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/**
* Call this function to retrieve the first object with dead == true in the group.
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
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*
* @return {Basic} A <code>Basic</code> currently flagged as dead.
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*/
public getFirstDead(): Basic {
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var basic: Basic;
var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if ((basic != null) && !basic.alive)
{
return basic;
}
}
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return null;
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}
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/**
* Call this function to find out how many members of the group are not dead.
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*
* @return {number} The number of <code>Basic</code>s flagged as not dead. Returns -1 if group is empty.
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*/
public countLiving(): number {
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var count: number = -1;
var basic: Basic;
var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if (basic != null)
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{
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if (count < 0)
{
count = 0;
}
if (basic.exists && basic.alive)
{
count++;
}
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}
}
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return count;
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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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*
* @return {number} The number of <code>Basic</code>s flagged as dead. Returns -1 if group is empty.
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*/
public countDead(): number {
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var count: number = -1;
var basic: Basic;
var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if (basic != null)
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{
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if (count < 0)
{
count = 0;
}
if (!basic.alive)
{
count++;
}
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}
}
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return count;
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}
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/**
* Returns a member at random from the group.
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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.
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*
* @return {Basic} A <code>Basic</code> from the members list.
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*/
public getRandom(StartIndex: number = 0, Length: number = 0): Basic {
if (Length == 0)
{
Length = this.length;
}
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return this._game.math.getRandom(this.members, StartIndex, Length);
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}
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/**
* Remove all instances of <code>Basic</code> subclass (Basic, Block, etc) from the list.
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* WARNING: does not destroy() or kill() any of these objects!
*/
public clear() {
this.length = this.members.length = 0;
}
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/**
* Calls kill on the group's members and then on the group itself.
*/
public kill() {
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var basic: Basic;
var i: number = 0;
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while (i < this.length)
{
basic = this.members[i++];
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if ((basic != null) && basic.exists)
{
basic.kill();
}
}
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}
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/**
* Helper function for the sort process.
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*
* @param {Basic} Obj1 The first object being sorted.
* @param {Basic} Obj2 The second object being sorted.
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*
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
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*/
public sortHandler(Obj1: Basic, Obj2: Basic): number {
if (Obj1[this._sortIndex] < Obj2[this._sortIndex])
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{
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return this._sortOrder;
}
else if (Obj1[this._sortIndex] > Obj2[this._sortIndex])
{
return -this._sortOrder;
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}
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return 0;
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}
}
}