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Actions.Rotate has 3 new arguments: step
, index
and direction
.
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1 changed files with 16 additions and 14 deletions
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@ -4,28 +4,30 @@
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var PropertyValueInc = require('./PropertyValueInc');
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/**
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* [description]
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* Takes an array of Game Objects, or any objects that have a public `rotation` property,
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* and then adds the given value to each of their `rotation` properties.
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*
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* The optional `step` property is applied incrementally, multiplied by each item in the array.
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*
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* To use this with a Group: `Rotate(group.getChildren(), value, step)`
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*
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* @function Phaser.Actions.Rotate
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* @since 3.0.0
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*
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* @param {array} items - An array of Game Objects. The contents of this array are updated by this Action.
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* @param {number} value - [description]
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* @param {number} [step=0] - [description]
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* @param {array|Phaser.GameObjects.GameObject[]} items - The array of items to be updated by this action.
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* @param {number} value - The amount to be added to the `rotation` property (in radians).
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* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
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* @param {integer} [index=0] - An optional offset to start searching from within the items array.
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* @param {integer} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.
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*
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* @return {array} The array of Game Objects that was passed to this Action.
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* @return {array} The array of objects that were passed to this Action.
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*/
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var Rotate = function (items, value, step)
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var Rotate = function (items, value, step, index, direction)
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{
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if (step === undefined) { step = 0; }
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for (var i = 0; i < items.length; i++)
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{
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items[i].rotation += value + (i * step);
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}
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return items;
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return PropertyValueInc(items, 'rotation', value, step, index, direction);
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};
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module.exports = Rotate;
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