Fixed Group.sort. Added z-depth property to all core game objects. Fixed P2 const overwrite.

This commit is contained in:
photonstorm 2014-03-10 23:01:10 +00:00
parent b4cb281f1c
commit 53797171a3
6 changed files with 139 additions and 81 deletions

View file

@ -22,52 +22,28 @@ var locs = [];
function create() {
// Create our tilemap to walk around
// map = game.add.tilemap('desert');
// map.addTilesetImage('ground_1x1');
// layer = map.createLayer('Tile Layer 1');
map = game.add.tilemap('desert');
map.addTilesetImage('ground_1x1');
layer = map.createLayer('Tile Layer 1');
// This group will hold the main player + all the tree sprites to depth sort against
group = game.add.group();
// Create some trees, each in a unique location (otherwise we'll get sort flicker)
for (var i = 0; i < 100; i++)
for (var i = 0; i < 200; i++)
{
createUniqueLocation();
}
sprite = group.create(300, 32, 'phaser');
// The player
// group.create(128, 0, 'trees', game.rnd.integerInRange(0, 7));
// group.create(64, 0, 'trees', game.rnd.integerInRange(0, 7));
// group.create(256, 0, 'trees', game.rnd.integerInRange(0, 7));
// group.create(128, 32, 'trees', game.rnd.integerInRange(0, 7));
// group.create(64, 32, 'trees', game.rnd.integerInRange(0, 7));
// group.create(256, 32, 'trees', game.rnd.integerInRange(0, 7));
// group.sort();
// dump();
// group.children[0].alpha = 0.2;
// group.children[100].alpha = 0.2;
group.sort();
// Move it
cursors = game.input.keyboard.createCursorKeys();
}
function dump() {
for (var i = 0; i < group.children.length; i++)
{
console.log('Tree',i,'at',group.children[i].y);
}
}
function createUniqueLocation() {
var x = game.math.snapTo(game.world.randomX, 32) / 32;
@ -110,17 +86,14 @@ function update() {
sprite.y += 2;
}
// if (sprite.y !== oldY)
// {
group.sort();
// oldY = sprite.y;
// }
group.sort('y', Phaser.Group.SORT_ASCENDING);
}
function render() {
game.debug.text(sprite.y, 32, 32);
game.debug.text(group.getIndex(sprite), 32, 64);
// game.debug.text(sprite.y, 32, 32);
// game.debug.text(group.getIndex(sprite), 32, 64);
// game.debug.text(sprite.z, 32, 64);
}

View file

@ -47,6 +47,11 @@ Phaser.Group = function (game, parent, name, addToStage) {
}
}
/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
/**
* @property {number} type - Internal Phaser Type value.
* @protected
@ -104,7 +109,7 @@ Phaser.Group = function (game, parent, name, addToStage) {
* @property {string} _sortProperty - The property on which children are sorted.
* @private
*/
this._sortProperty = 'y';
this._sortProperty = 'z';
/**
* A small internal cache:
@ -175,15 +180,17 @@ Phaser.Group.prototype.add = function (child) {
{
this.addChild(child);
child.z = this.children.length;
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
}
if (this.cursor === null)
{
this.cursor = child;
if (this.cursor === null)
{
this.cursor = child;
}
}
return child;
@ -205,15 +212,17 @@ Phaser.Group.prototype.addAt = function (child, index) {
{
this.addChildAt(child, index);
this.updateZ();
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
}
if (this.cursor === null)
{
this.cursor = child;
if (this.cursor === null)
{
this.cursor = child;
}
}
return child;
@ -263,6 +272,8 @@ Phaser.Group.prototype.create = function (x, y, key, frame, exists) {
child.alive = exists;
this.addChild(child);
child.z = this.children.length;
if (child.events)
{
@ -316,6 +327,23 @@ Phaser.Group.prototype.createMultiple = function (quantity, key, frame, exists)
}
/**
* Internal method that re-applies all of the childrens Z values.
*
* @method Phaser.Group#updateZ
* @protected
*/
Phaser.Group.prototype.updateZ = function () {
var i = this.children.length;
while (i--)
{
this.children[i].z = i;
}
}
/**
* 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.
*
@ -374,7 +402,14 @@ Phaser.Group.prototype.previous = function () {
*/
Phaser.Group.prototype.swap = function (child1, child2) {
return this.swapChildren(child1, child2);
var result = this.swapChildren(child1, child2);
if (result)
{
this.updateZ();
}
return result;
}
@ -494,11 +529,12 @@ Phaser.Group.prototype.xy = function (index, x, y) {
Phaser.Group.prototype.reverse = function () {
this.children.reverse();
this.updateZ();
}
/**
* Get the index position of the given child in this Group.
* Get the index position of the given child in this Group. This should always match the childs z property.
*
* @method Phaser.Group#getIndex
* @param {*} child - The child to get the index for.
@ -515,7 +551,7 @@ Phaser.Group.prototype.getIndex = function (child) {
*
* @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.
* @param {*} newChild - The child to be inserted into this Group.
*/
Phaser.Group.prototype.replace = function (oldChild, newChild) {
@ -527,17 +563,16 @@ Phaser.Group.prototype.replace = function (oldChild, newChild) {
{
newChild.events.onRemovedFromGroup.dispatch(newChild, this);
newChild.parent.removeChild(newChild);
if (newChild.parent instanceof Phaser.Group)
{
newChild.parent.updateZ();
}
}
this.removeChild(oldChild);
this.addChildAt(newChild, index);
newChild.events.onAddedToGroup.dispatch(newChild, this);
if (this.cursor === oldChild)
{
this.cursor = newChild;
}
this.addAt(newChild, index);
}
}
@ -1012,7 +1047,7 @@ Phaser.Group.prototype.forEachDead = function (callback, callbackContext) {
* 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 {string} [index='z'] - The `string` name of the property you want to sort on. Defaults to the objects z-depth value.
* @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.
*/
Phaser.Group.prototype.sort = function (index, order) {
@ -1028,10 +1063,6 @@ Phaser.Group.prototype.sort = function (index, order) {
this._sortProperty = index;
this.children.sort(this.ascendingSortHandler.bind(this));
/*
if (order === Phaser.Group.SORT_ASCENDING)
{
this.children.sort(this.ascendingSortHandler.bind(this));
@ -1040,7 +1071,6 @@ Phaser.Group.prototype.sort = function (index, order) {
{
this.children.sort(this.descendingSortHandler.bind(this));
}
*/
}
@ -1053,17 +1083,24 @@ Phaser.Group.prototype.sort = function (index, order) {
*/
Phaser.Group.prototype.ascendingSortHandler = function (a, b) {
if (a[this._sortProperty] < b[this._sortProperty] && this.getIndex(a) > this.getIndex(b))
if (a[this._sortProperty] < b[this._sortProperty])
{
return -1;
}
else if (a[this._sortProperty] > b[this._sortProperty] && this.getIndex(a) < this.getIndex(b))
else if (a[this._sortProperty] > b[this._sortProperty])
{
return 1;
}
else
{
return 0;
if (a.z < b.z)
{
return -1;
}
else
{
return 1;
}
}
}
@ -1077,19 +1114,18 @@ Phaser.Group.prototype.ascendingSortHandler = function (a, b) {
*/
Phaser.Group.prototype.descendingSortHandler = function (a, b) {
if (a[this._sortProperty] && b[this._sortProperty])
if (a[this._sortProperty] < b[this._sortProperty])
{
if (a[this._sortProperty] < b[this._sortProperty])
{
return 1;
}
else if (a[this._sortProperty] > b[this._sortProperty])
{
return -1;
}
return 1;
}
else if (a[this._sortProperty] > b[this._sortProperty])
{
return -1;
}
else
{
return 0;
}
return 0;
}
@ -1194,6 +1230,36 @@ Phaser.Group.prototype.getFirstDead = function () {
}
/**
* Returns the child at the top of this Group. The top is the one being displayed (rendered) above every other child.
*
* @method Phaser.Group#getTop
* @return {Any} The child at the top of the Group.
*/
Phaser.Group.prototype.getTop = function () {
if (this.children.length > 0)
{
return this.children[this.children.length - 1];
}
}
/**
* Returns the child at the bottom of this Group. The bottom is the one being displayed (rendered) below every other child.
*
* @method Phaser.Group#getBottom
* @return {Any} The child at the bottom of the Group.
*/
Phaser.Group.prototype.getBottom = function () {
if (this.children.length > 0)
{
return this.children[0];
}
}
/**
* Call this function to find out how many members of the group are alive.
*
@ -1261,6 +1327,8 @@ Phaser.Group.prototype.remove = function (child) {
this.removeChild(child);
this.updateZ();
if (this.cursor === child)
{
this.next();
@ -1332,6 +1400,8 @@ Phaser.Group.prototype.removeBetween = function (startIndex, endIndex) {
}
}
this.updateZ();
}
/**

View file

@ -47,6 +47,11 @@ Phaser.Image = function (game, x, y, key, frame) {
*/
this.type = Phaser.IMAGE;
/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.
*/

View file

@ -45,6 +45,11 @@ Phaser.Sprite = function (game, x, y, key, frame) {
*/
this.type = Phaser.SPRITE;
/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/

View file

@ -44,6 +44,11 @@ Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
*/
this.type = Phaser.TILESPRITE;
/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/

View file

@ -4,12 +4,6 @@
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @const
* @type {number}
*/
Phaser.Physics.P2.LIME_CORONA_JSON = 0;
// Add an extra properties to p2 that we need
p2.Body.prototype.parent = null;
p2.Spring.prototype.parent = null;
@ -157,6 +151,12 @@ Phaser.Physics.P2 = function (game, config) {
};
/**
* @const
* @type {number}
*/
Phaser.Physics.P2.LIME_CORONA_JSON = 0;
Phaser.Physics.P2.prototype = {
/**