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Merge pull request #3392 from samme/feature/group-create-active
Add `active` to Group create methods
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commit
19ea528c99
1 changed files with 8 additions and 3 deletions
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@ -166,15 +166,18 @@ var Group = new Class({
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {boolean} [visible=true] - [description]
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* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {boolean} [visible=true] - The {@link Phaser.GameObjects.Components.Visible#visible} state of this Game Object.
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* @param {boolean} [active=true] - The {@link Phaser.GameObjects.GameObject#active} state of this Game Object.
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*
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* @return {Phaser.GameObjects.GameObject} [description]
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*/
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create: function (x, y, key, frame, visible)
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create: function (x, y, key, frame, visible, active)
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{
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if (key === undefined) { key = this.defaultKey; }
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if (frame === undefined) { frame = this.defaultFrame; }
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if (visible === undefined) { visible = true; }
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if (active === undefined) { active = true; }
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// Pool?
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if (this.isFull())
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@ -192,6 +195,7 @@ var Group = new Class({
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}
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child.visible = visible;
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child.setActive(active);
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this.add(child);
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@ -244,6 +248,7 @@ var Group = new Class({
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var key = GetFastValue(options, 'key', undefined);
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var frame = GetFastValue(options, 'frame', null);
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var visible = GetFastValue(options, 'visible', true);
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var active = GetFastValue(options, 'active', true);
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var entries = [];
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@ -287,7 +292,7 @@ var Group = new Class({
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for (var c = 0; c < range.length; c++)
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{
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entries.push(this.create(0, 0, range[c].a, range[c].b, visible));
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entries.push(this.create(0, 0, range[c].a, range[c].b, visible, active));
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}
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// Post-creation options (applied only to those items created in this call):
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