Added jsdocs to Container and made add support arrays

This commit is contained in:
Richard Davey 2018-04-05 09:23:29 +01:00
parent 4f6239dadb
commit 054ceafae0
6 changed files with 219 additions and 32 deletions

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@ -1,8 +1,33 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../../utils/Class');
var Components = require('../components');
var GameObject = require('../GameObject');
var Render = require('./ContainerRender');
var Vector2 = require('../../math/Vector2');
/**
* @classdesc
* A Container Game Object.
*
* @class Container
* @extends Phaser.GameObjects.GameObject
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.4.0
*
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Transform
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
*/
var Container = new Class({
Extends: GameObject,
@ -18,62 +43,139 @@ var Container = new Class({
function Container (scene, x, y)
{
GameObject.call(this, scene, 'Container');
/**
* [description]
*
* @name Phaser.GameObjects.Container#parentContainer
* @type {Phaser.GameObjects.Container}
* @since 3.4.0
*/
this.parentContainer = null;
/**
* [description]
*
* @name Phaser.GameObjects.Container#children
* @type {Phaser.GameObjects.GameObject[]}
* @since 3.4.0
*/
this.children = [];
this.setPosition(x, y);
/**
* [description]
*
* @name Phaser.GameObjects.Container#localTransform
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.4.0
*/
this.localTransform = new Components.TransformMatrix();
/**
* [description]
*
* @name Phaser.GameObjects.Container#tempTransformMatrix
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.4.0
*/
this.tempTransformMatrix = new Components.TransformMatrix();
},
/**
* Adds the given Game Object, or array of Game Objects, to this Container.
*
* @method Phaser.GameObjects.Container#add
* @since 3.4.0
*
* @param {(Phaser.GameObjects.GameObject|Phaser.GameObjects.GameObject[])} gameObject - The Game Object, or array of Game Objects, to add to this Container.
*
* @return {Phaser.GameObjects.Container} This Container instance.
*/
add: function (gameObject)
{
if (gameObject.type === 'Container')
if (!Array.isArray(gameObject))
{
gameObject.parentContainer = this;
gameObject = [ gameObject ];
}
if (this.children.indexOf(gameObject) < 0)
for (var i = 0; i < gameObject.length; i++)
{
this.children.push(gameObject);
var entry = gameObject[i];
if (entry.type === 'Container')
{
entry.parentContainer = this;
}
if (this.children.indexOf(entry) === -1)
{
this.children.push(entry);
}
}
return this;
},
/**
* Removes a Game Object from this Container.
*
* @method Phaser.GameObjects.Container#remove
* @since 3.4.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to remove from this Container.
*
* @return {Phaser.GameObjects.Container} This Container instance.
*/
remove: function (gameObject)
{
var index = this.children.indexOf(gameObject);
if (index >= 0)
if (index !== -1)
{
if (gameObject.type === 'Container')
{
gameObject.parentContainer = null;
}
this.children.splice(index, 1);
}
return this;
},
pointToContainer: function (pointSrc, pointDst)
/**
* Takes a Point-like object, such as a Vector2, Geom.Point or object with public x and y properties,
* and transforms it into the space of this Container, then returns it in the output object.
*
* @method Phaser.GameObjects.Container#pointToContainer
* @since 3.4.0
*
* @param {(object|Phaser.Geom.Point|Phaser.Math.Vector2)} source - The Source Point to be transformed.
* @param {(object|Phaser.Geom.Point|Phaser.Math.Vector2)} [output] - A destination object to store the transformed point in. If none given a Vector2 will be created and returned.
*
* @return {(object|Phaser.Geom.Point|Phaser.Math.Vector2)} The transformed point.
*/
pointToContainer: function (source, output)
{
var parent = this.parentContainer;
var tempMatrix = this.tempTransformMatrix;
if (pointDst === undefined)
if (output === undefined) { output = new Vector2(); }
if (this.parentContainer)
{
pointDst = { x: 0, y: 0 };
this.parentContainer.pointToContainer(source, output);
}
if (parent !== null)
{
parent.pointToContainer(pointSrc, pointDst);
}
var tempMatrix = this.tempTransformMatrix;
tempMatrix.loadIdentity();
tempMatrix.applyITRS(this.x, this.y, this.rotation, this.scaleX, this.scaleY);
tempMatrix.invert();
tempMatrix.transformPoint(pointSrc.x, pointSrc.y, pointDst);
tempMatrix.transformPoint(source.x, source.y, output);
return pointDst;
return output;
}
});
module.exports = Container;

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@ -1,5 +1,27 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GameObject = require('../GameObject');
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.Container#renderCanvas
* @since 3.4.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.Container} container - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var ContainerCanvasRenderer = function (renderer, container, interpolationPercentage, camera, parentMatrix)
{
if (GameObject.RENDER_MASK !== container.renderFlags || (container.cameraFilter > 0 && (container.cameraFilter & camera._id)))

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@ -1,18 +1,36 @@
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
var GameObjectCreator = require('../GameObjectCreator');
var Container = require('./Container');
/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Container = require('./Container');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
var GetFastValue = require('../../utils/object/GetFastValue');
/**
* Creates a new Container Game Object and returns it.
*
* Note: This method will only be available if the Container Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#container
* @since 3.4.0
*
* @param {object} config - [description]
*
* @return {Phaser.GameObjects.Container} The Game Object that was created.
*/
GameObjectCreator.register('container', function (config)
{
var x = GetAdvancedValue(config, 'x', 0.0);
var y = GetAdvancedValue(config, 'y', 0.0);
var add = GetAdvancedValue(config, 'add', true);
var x = GetAdvancedValue(config, 'x', 0);
var y = GetAdvancedValue(config, 'y', 0);
var add = GetFastValue(config, 'add', true);
var container = new Container(this.scene, x, y);
if (add)
{
this.scene.sys.displayList.add(container);
}
BuildGameObject(this.scene, container, config);
return container;
});

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@ -1,11 +1,27 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Container = require('./Container');
var GameObjectFactory = require('../GameObjectFactory');
/**
* Creates a new Container Game Object and adds it to the Scene.
*
* Note: This method will only be available if the Container Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectFactory#container
* @since 3.4.0
*
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
*
* @return {Phaser.GameObjects.Container} The Game Object that was created.
*/
GameObjectFactory.register('container', function (x, y)
{
var container = new Container(this.scene, x, y);
this.displayList.add(container);
return container;
return this.displayList.add(new Container(this.scene, x, y));
});

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@ -1,3 +1,10 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var renderWebGL = require('../../utils/NOOP');
var renderCanvas = require('../../utils/NOOP');

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@ -1,5 +1,27 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GameObject = require('../GameObject');
/**
* Renders this Game Object with the WebGL Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.Container#renderWebGL
* @since 3.4.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Container} container - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var ContainerWebGLRenderer = function (renderer, container, interpolationPercentage, camera, parentMatrix)
{
if (GameObject.RENDER_MASK !== container.renderFlags || (container.cameraFilter > 0 && (container.cameraFilter & camera._id)))