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' || typeof parent === null)
{
parent = game.world;
}
if (typeof useStage === 'undefined')
{
useStage = false;
}
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/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {string} name - A name for this Group. Not used internally but useful for debugging.
*/
this.name = name || 'group';
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);
parent._container.updateTransform();
}
else
{
parent.addChild(this._container);
parent.updateTransform();
}
}
else
{
this.game.stage._stage.addChild(this._container);
this.game.stage._stage.updateTransform();
}
}
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/**
* @property {number} type - Internal Phaser Type value.
* @protected
*/
this.type = Phaser.GROUP;
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/**
* @property {boolean} exists - If exists is true the the Group is updated, otherwise it is skipped.
* @default
*/
this.exists = true;
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// Replaces the PIXI.Point with a slightly more flexible one.
this._container.scale = new Phaser.Point(1, 1);
/**
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* @property {Phaser.Point} scale - The scane of the Group container.
*/
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this.scale = this._container.scale;
/**
* The cursor is a simple way to iterate through the objects in a Group using the Group.next and Group.previous functions.
* The cursor is set to the first child added to the Group and doesn't change unless you call next, previous or set it directly with Group.cursor.
* @property {any} cursor - The current display object that the Group cursor is pointing to.
*/
this.cursor = null;
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};
/**
* @constant
* @type {number}
*/
Phaser.Group.RETURN_NONE = 0;
/**
* @constant
* @type {number}
*/
Phaser.Group.RETURN_TOTAL = 1;
/**
* @constant
* @type {number}
*/
Phaser.Group.RETURN_CHILD = 2;
/**
* @constant
* @type {number}
*/
Phaser.Group.SORT_ASCENDING = -1;
/**
* @constant
* @type {number}
*/
Phaser.Group.SORT_DESCENDING = 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
* @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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*/
add: function (child) {
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if (child.group !== this)
{
child.group = this;
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
this._container.addChild(child);
child.updateTransform();
if (this.cursor === null)
{
this.cursor = child;
}
}
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return child;
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},
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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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* @method Phaser.Group#addAt
* @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.
*/
addAt: function (child, index) {
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if (child.group !== this)
{
child.group = this;
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
this._container.addChildAt(child, index);
child.updateTransform();
if (this.cursor === null)
{
this.cursor = child;
}
}
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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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* @method Phaser.Group#getAt
* @param {number} index - The index to return the child from.
* @return {*} The child that was found at the given index.
*/
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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* @method Phaser.Group#create
* @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.
* @return {Phaser.Sprite} The child that was created.
*/
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);
}
this._container.addChild(child);
child.updateTransform();
if (this.cursor === null)
{
this.cursor = child;
}
return child;
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},
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/**
* 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);
child.updateTransform();
if (this.cursor === null)
{
this.cursor = child;
}
}
},
/**
* Advances the Group cursor to the next object in the Group. If it's at the end of the Group it wraps around to the first object.
*
* @method Phaser.Group#next
*/
next: function () {
if (this.cursor)
{
// Wrap the cursor?
if (this.cursor == this._container.last)
{
this.cursor = this._container._iNext;
}
else
{
this.cursor = this.cursor._iNext;
}
}
},
/**
* Moves the Group cursor to the previous object in the Group. If it's at the start of the Group it wraps around to the last object.
*
* @method Phaser.Group#previous
*/
previous: function () {
if (this.cursor)
{
// Wrap the cursor?
if (this.cursor == this._container._iNext)
{
this.cursor = this._container.last;
}
else
{
this.cursor = this.cursor._iPrev;
}
}
},
childTest: function (prefix, child) {
var s = prefix + ' next: ';
if (child._iNext)
{
s = s + child._iNext.name;
}
else
{
s = s + '-null-';
}
s = s + ' ' + prefix + ' prev: ';
if (child._iPrev)
{
s = s + child._iPrev.name;
}
else
{
s = s + '-null-';
}
console.log(s);
},
swapIndex: function (index1, index2) {
var child1 = this.getAt(index1);
var child2 = this.getAt(index2);
console.log('swapIndex ', index1, ' with ', index2);
this.swap(child1, child2);
},
/**
* Swaps the position of two children in this Group. Both children must be in this Group.
* You cannot swap a child with itself, or swap un-parented children, doing so will return false.
*
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* @method Phaser.Group#swap
* @param {*} child1 - The first child to swap.
* @param {*} child2 - The second child to swap.
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* @return {boolean} True if the swap was successful, otherwise false.
*/
swap: function (child1, child2) {
if (child1 === child2 || !child1.parent || !child2.parent || child1.group !== this || child2.group !== this)
{
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) { child1Next._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;
}
return false;
},
/**
* Brings the given child to the top of this Group so it renders above all other children.
*
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* @method Phaser.Group#bringToTop
* @param {*} child - The child to bring to the top of this Group.
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* @return {*} The child that was moved.
*/
bringToTop: function (child) {
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if (child.group === this)
{
this.remove(child);
this.add(child);
}
return child;
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},
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/**
* Get the index position of the given child in this Group.
*
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* @method Phaser.Group#getIndex
* @param {*} child - The child to get the index for.
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* @return {number} The index of the child or -1 if it's not a member of this Group.
*/
getIndex: function (child) {
return this._container.children.indexOf(child);
},
/**
* Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group.
*
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* @method Phaser.Group#replace
* @param {*} oldChild - The child in this Group that will be replaced.
* @param {*} newChild - The child to be inserted into this group.
*/
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);
newChild.updateTransform();
if (this.cursor == oldChild)
{
this.cursor = this._container._iNext;
}
}
},
/**
* Sets the given property to the given value on the child. The operation controls the assignment of the value.
*
* @method Phaser.Group#setProperty
* @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.
*/
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
var len = key.length;
if (len == 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 (len == 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 (len == 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 (len == 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; }
}
// TODO - Deep property scane
},
/**
* 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.
*
* @method Phaser.Group#setAll
* @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.
*/
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; }
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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)
}
},
/**
* 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.
*
* @method Phaser.Group#addAll
* @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) {
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this.setAll(property, amount, checkAlive, checkVisible, 1);
},
/**
* 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.
*
* @method Phaser.Group#subAll
* @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) {
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this.setAll(property, amount, checkAlive, checkVisible, 2);
},
/**
* Multiplies the given property by the amount on all children in this Group.
* Group.multiplyAll('x', 2) will x2 the child.x value.
*
* @method Phaser.Group#multiplyAll
* @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) {
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this.setAll(property, amount, checkAlive, checkVisible, 3);
},
/**
* Divides the given property by the amount on all children in this Group.
* Group.divideAll('x', 2) will half the child.x value.
*
* @method Phaser.Group#divideAll
* @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) {
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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);
}
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currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext)
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}
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},
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/**
* Calls a function on all of the children that have exists=true in this Group.
*
* @method Phaser.Group#callbackFromArray
* @param {object} child - The object to inspect.
* @param {array} callback - The array of function names.
* @param {number} length - The size of the array (pre-calculated in callAll).
* @protected
*/
callbackFromArray: function (child, callback, length) {
// Kinda looks like a Christmas tree
if (length == 1)
{
if (child[callback[0]])
{
return child[callback[0]];
}
}
else if (length == 2)
{
if (child[callback[0]][callback[1]])
{
return child[callback[0]][callback[1]];
}
}
else if (length == 3)
{
if (child[callback[0]][callback[1]][callback[2]])
{
return child[callback[0]][callback[1]][callback[2]];
}
}
else if (length == 4)
{
if (child[callback[0]][callback[1]][callback[2]][callback[3]])
{
return child[callback[0]][callback[1]][callback[2]][callback[3]];
}
}
else
{
if (child[callback])
{
return child[callback];
}
}
return false;
},
/**
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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)
* After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child.
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*
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* @method Phaser.Group#callAll
* @param {string} method - A string containing the name of the function that will be called. The function must exist on the child.
* @param {string} [context=''] - A string containing the context under which the method will be executed. Leave to '' to default to the child.
* @param {...*} parameter - Additional parameters that will be passed to the method.
*/
callAll: function (method, context) {
if (typeof method === 'undefined')
{
return;
}
// Extract the method into an array
method = method.split('.');
var methodLength = method.length;
if (typeof context === 'undefined')
{
context = null;
}
else
{
// Extract the context into an array
if (typeof context === 'string')
{
context = context.split('.');
var contextLength = context.length;
}
}
var args = Array.prototype.splice.call(arguments, 2);
var callback = null;
var callbackContext = null;
if (this._container.children.length > 0 && this._container.first._iNext)
{
var child = this._container.first._iNext;
do
{
callback = this.callbackFromArray(child, method, methodLength);
if (context && callback)
{
callbackContext = this.callbackFromArray(child, context, contextLength);
if (callback)
{
callback.apply(callbackContext, args);
}
}
else if (callback)
{
callback.apply(child, args);
}
child = child._iNext;
}
while (child != this._container.last._iNext)
}
},
/**
* 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.
* 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.
* For example: Group.forEach(awardBonusGold, this, true, 100, 500)
*
* @method Phaser.Group#forEach
* @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter.
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* @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.
*/
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);
}
},
/**
* 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)
*
* @method Phaser.Group#forEachAlive
* @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter.
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* @param {Object} callbackContext - The context in which the function should be called (usually 'this').
*/
forEachExists: function (callback, callbackContext) {
var args = Array.prototype.splice.call(arguments, 2);
args.unshift(null);
this.iterate('exists', true, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);
},
/**
* 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)
*
* @method Phaser.Group#forEachAlive
* @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').
*/
forEachAlive: function (callback, callbackContext) {
var args = Array.prototype.splice.call(arguments, 2);
args.unshift(null);
this.iterate('alive', true, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);
},
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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)
*
* @method Phaser.Group#forEachDead
* @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter.
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* @param {Object} callbackContext - The context in which the function should be called (usually 'this').
*/
forEachDead: function (callback, callbackContext) {
var args = Array.prototype.splice.call(arguments, 2);
args.unshift(null);
this.iterate('alive', false, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);
},
/**
* Call this function to sort the group according to a particular value and order.
* For example to depth sort Sprites for Zelda-style game you might call `group.sort('y', Phaser.Group.SORT_ASCENDING)` at the bottom of your `State.update()`.
*
* @method Phaser.Group#sort
* @param {string} [index='y'] - The `string` name of the property you want to sort on.
* @param {number} [order=Phaser.Group.SORT_ASCENDING] - The `Group` constant that defines the sort order. Possible values are Phaser.Group.SORT_ASCENDING and Phaser.Group.SORT_DESCENDING.
*/
sort: function (index, order) {
if (typeof index === 'undefined') { index = 'y'; }
if (typeof order === 'undefined') { order = Phaser.Group.SORT_ASCENDING; }
var swapped;
var temp;
do {
swapped = false;
for (var i = 0, len = this._container.children.length - 1; i < len; i++)
{
if (order == Phaser.Group.SORT_ASCENDING)
{
if (this._container.children[i][index] > this._container.children[i + 1][index])
{
this.swap(this.getAt(i), this.getAt(i + 1));
temp = this._container.children[i];
this._container.children[i] = this._container.children[i + 1];
this._container.children[i + 1] = temp;
swapped = true;
}
}
else
{
if (this._container.children[i][index] < this._container.children[i + 1][index])
{
this.swap(this.getAt(i), this.getAt(i + 1));
temp = this._container.children[i];
this._container.children[i] = this._container.children[i + 1];
this._container.children[i + 1] = temp;
swapped = true;
}
}
}
} while (swapped);
},
/**
* Iterates over the children of the Group. When a child has a property matching key that equals the given value, it is considered as a match.
* Matched children can be sent to the optional callback, or simply returned or counted.
* You can add as many callback parameters as you like, which will all be passed to the callback along with the child, after the callbackContext parameter.
*
* @method Phaser.Group#iterate
* @param {string} key - The child property to check, i.e. 'exists', 'alive', 'health'
* @param {any} value - If child.key === this value it will be considered a match. Note that a strict comparison is used.
* @param {number} returnType - How to return the data from this method. Either Phaser.Group.RETURN_NONE, Phaser.Group.RETURN_TOTAL or Phaser.Group.RETURN_CHILD.
* @param {function} [callback=null] - Optional function that will be called on each matching child. 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').
*/
iterate: function (key, value, returnType, callback, callbackContext, args) {
if (returnType === Phaser.Group.RETURN_TOTAL && this._container.children.length === 0)
{
return -1;
}
if (typeof callback === 'undefined')
{
callback = false;
}
var total = 0;
if (this._container.children.length > 0 && this._container.first._iNext)
{
var currentNode = this._container.first._iNext;
do
{
if (currentNode[key] === value)
{
total++;
if (callback)
{
args[0] = currentNode;
callback.apply(callbackContext, args);
}
if (returnType === Phaser.Group.RETURN_CHILD)
{
return currentNode;
}
}
currentNode = currentNode._iNext;
}
while (currentNode != this._container.last._iNext);
}
if (returnType === Phaser.Group.RETURN_TOTAL)
{
return total;
}
else if (returnType === Phaser.Group.RETURN_CHILD)
{
return null;
}
},
/**
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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;
}
return this.iterate('exists', state, Phaser.Group.RETURN_CHILD);
},
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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.
*/
getFirstAlive: function () {
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return this.iterate('alive', true, Phaser.Group.RETURN_CHILD);
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},
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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.
*/
getFirstDead: function () {
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return this.iterate('alive', false, Phaser.Group.RETURN_CHILD);
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},
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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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return this.iterate('alive', true, Phaser.Group.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 () {
return this.iterate('alive', false, Phaser.Group.RETURN_TOTAL);
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},
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/**
* 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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},
/**
* Removes the given child from this Group and sets its group property to null.
*
* @method Phaser.Group#remove
* @param {Any} child - The child to remove.
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* @return {boolean} true if the child was removed from this Group, otherwise false.
*/
remove: function (child) {
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if (child.group !== this)
{
return false;
}
if (child.events)
{
child.events.onRemovedFromGroup.dispatch(child, this);
}
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// Check it's actually in the container
if (child.parent === this._container)
{
this._container.removeChild(child);
}
if (this.cursor == child)
{
if (this._container._iNext)
{
this.cursor = this._container._iNext;
}
else
{
this.cursor = null;
}
}
child.group = null;
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return true;
},
/**
* Removes all children from this Group, setting all group properties to null.
* The Group container remains on the display list.
*
* @method Phaser.Group#removeAll
*/
removeAll: function () {
if (this._container.children.length === 0)
{
return;
}
do
{
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);
this.cursor = null;
},
/**
* Removes all children from this Group whos index falls beteen the given startIndex and endIndex values.
*
* @method Phaser.Group#removeBetween
* @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.
*/
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);
if (this.cursor == child)
{
if (this._container._iNext)
{
this.cursor = this._container._iNext;
}
else
{
this.cursor = null;
}
}
}
},
/**
* Destroys this Group. Removes all children, then removes the container from the display list and nulls references.
*
* @method Phaser.Group#destroy
*/
destroy: function () {
this.removeAll();
this._container.parent.removeChild(this._container);
this._container = null;
this.game = null;
this.exists = false;
this.cursor = null;
},
validate: function () {
var testObject = this.game.stage._stage.last._iNext;
var displayObject = this.game.stage._stage;
var nextObject = null;
var prevObject = null;
var count = 0;
do
{
if (count > 0)
{
// check next
if (displayObject !== nextObject)
{
console.log('check next fail');
return false;
}
// check previous
if (displayObject._iPrev !== prevObject)
{
console.log('check previous fail');
return false;
}
}
// Set the next object
nextObject = displayObject._iNext;
prevObject = displayObject;
displayObject = displayObject._iNext;
count++;
}
while(displayObject != testObject)
return true;
},
/**
* Dumps out a list of Group children and their index positions to the browser console. Useful for group debugging.
*
* @method Phaser.Group#dump
* @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.
*/
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 || '*';
if (this.cursor == displayObject)
{
var name = '> ' + 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 who have a state of exists = true.
* @readonly
*/
Object.defineProperty(Phaser.Group.prototype, "total", {
get: function () {
return this.iterate('exists', true, Phaser.Group.RETURN_TOTAL);
}
});
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/**
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* @name Phaser.Group#length
* @property {number} length - The total number of children in this Group, regardless of their exists/alive status.
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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;
}
});