mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 23:24:41 +00:00
Fixed Group.sort. Added z-depth property to all core game objects. Fixed P2 const overwrite.
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b4cb281f1c
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53797171a3
6 changed files with 139 additions and 81 deletions
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@ -22,52 +22,28 @@ var locs = [];
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function create() {
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// Create our tilemap to walk around
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// map = game.add.tilemap('desert');
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// map.addTilesetImage('ground_1x1');
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// layer = map.createLayer('Tile Layer 1');
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map = game.add.tilemap('desert');
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map.addTilesetImage('ground_1x1');
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layer = map.createLayer('Tile Layer 1');
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// This group will hold the main player + all the tree sprites to depth sort against
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group = game.add.group();
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// Create some trees, each in a unique location (otherwise we'll get sort flicker)
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for (var i = 0; i < 100; i++)
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for (var i = 0; i < 200; i++)
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{
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createUniqueLocation();
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}
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sprite = group.create(300, 32, 'phaser');
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// The player
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// group.create(128, 0, 'trees', game.rnd.integerInRange(0, 7));
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// group.create(64, 0, 'trees', game.rnd.integerInRange(0, 7));
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// group.create(256, 0, 'trees', game.rnd.integerInRange(0, 7));
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// group.create(128, 32, 'trees', game.rnd.integerInRange(0, 7));
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// group.create(64, 32, 'trees', game.rnd.integerInRange(0, 7));
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// group.create(256, 32, 'trees', game.rnd.integerInRange(0, 7));
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// group.sort();
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// dump();
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// group.children[0].alpha = 0.2;
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// group.children[100].alpha = 0.2;
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group.sort();
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// Move it
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cursors = game.input.keyboard.createCursorKeys();
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}
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function dump() {
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for (var i = 0; i < group.children.length; i++)
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{
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console.log('Tree',i,'at',group.children[i].y);
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}
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}
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function createUniqueLocation() {
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var x = game.math.snapTo(game.world.randomX, 32) / 32;
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@ -110,17 +86,14 @@ function update() {
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sprite.y += 2;
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}
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// if (sprite.y !== oldY)
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// {
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group.sort();
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// oldY = sprite.y;
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// }
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group.sort('y', Phaser.Group.SORT_ASCENDING);
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}
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function render() {
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game.debug.text(sprite.y, 32, 32);
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game.debug.text(group.getIndex(sprite), 32, 64);
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// game.debug.text(sprite.y, 32, 32);
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// game.debug.text(group.getIndex(sprite), 32, 64);
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// game.debug.text(sprite.z, 32, 64);
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}
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@ -47,6 +47,11 @@ Phaser.Group = function (game, parent, name, addToStage) {
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}
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}
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/**
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* @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.
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*/
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this.z = 0;
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/**
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* @property {number} type - Internal Phaser Type value.
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* @protected
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@ -104,7 +109,7 @@ Phaser.Group = function (game, parent, name, addToStage) {
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* @property {string} _sortProperty - The property on which children are sorted.
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* @private
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*/
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this._sortProperty = 'y';
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this._sortProperty = 'z';
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/**
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* A small internal cache:
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@ -175,15 +180,17 @@ Phaser.Group.prototype.add = function (child) {
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{
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this.addChild(child);
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child.z = this.children.length;
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
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}
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if (this.cursor === null)
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{
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this.cursor = child;
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if (this.cursor === null)
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{
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this.cursor = child;
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}
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}
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return child;
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@ -205,15 +212,17 @@ Phaser.Group.prototype.addAt = function (child, index) {
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{
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this.addChildAt(child, index);
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this.updateZ();
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
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}
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if (this.cursor === null)
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{
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this.cursor = child;
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if (this.cursor === null)
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{
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this.cursor = child;
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}
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}
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return child;
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@ -263,6 +272,8 @@ Phaser.Group.prototype.create = function (x, y, key, frame, exists) {
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child.alive = exists;
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this.addChild(child);
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child.z = this.children.length;
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if (child.events)
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{
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@ -316,6 +327,23 @@ Phaser.Group.prototype.createMultiple = function (quantity, key, frame, exists)
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}
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/**
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* Internal method that re-applies all of the childrens Z values.
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*
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* @method Phaser.Group#updateZ
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* @protected
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*/
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Phaser.Group.prototype.updateZ = function () {
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var i = this.children.length;
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while (i--)
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{
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this.children[i].z = i;
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}
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}
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/**
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* 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.
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*
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@ -374,7 +402,14 @@ Phaser.Group.prototype.previous = function () {
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*/
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Phaser.Group.prototype.swap = function (child1, child2) {
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return this.swapChildren(child1, child2);
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var result = this.swapChildren(child1, child2);
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if (result)
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{
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this.updateZ();
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}
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return result;
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}
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@ -494,11 +529,12 @@ Phaser.Group.prototype.xy = function (index, x, y) {
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Phaser.Group.prototype.reverse = function () {
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this.children.reverse();
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this.updateZ();
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}
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/**
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* Get the index position of the given child in this Group.
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* Get the index position of the given child in this Group. This should always match the childs z property.
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*
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* @method Phaser.Group#getIndex
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* @param {*} child - The child to get the index for.
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@ -515,7 +551,7 @@ Phaser.Group.prototype.getIndex = function (child) {
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*
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* @method Phaser.Group#replace
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* @param {*} oldChild - The child in this Group that will be replaced.
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* @param {*} newChild - The child to be inserted into this group.
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* @param {*} newChild - The child to be inserted into this Group.
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*/
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Phaser.Group.prototype.replace = function (oldChild, newChild) {
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@ -527,17 +563,16 @@ Phaser.Group.prototype.replace = function (oldChild, newChild) {
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{
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newChild.events.onRemovedFromGroup.dispatch(newChild, this);
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newChild.parent.removeChild(newChild);
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if (newChild.parent instanceof Phaser.Group)
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{
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newChild.parent.updateZ();
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}
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}
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this.removeChild(oldChild);
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this.addChildAt(newChild, index);
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newChild.events.onAddedToGroup.dispatch(newChild, this);
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if (this.cursor === oldChild)
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{
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this.cursor = newChild;
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}
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this.addAt(newChild, index);
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}
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}
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@ -1012,7 +1047,7 @@ Phaser.Group.prototype.forEachDead = function (callback, callbackContext) {
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* 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()`.
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*
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* @method Phaser.Group#sort
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* @param {string} [index='y'] - The `string` name of the property you want to sort on.
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* @param {string} [index='z'] - The `string` name of the property you want to sort on. Defaults to the objects z-depth value.
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* @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.
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*/
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Phaser.Group.prototype.sort = function (index, order) {
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@ -1028,10 +1063,6 @@ Phaser.Group.prototype.sort = function (index, order) {
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this._sortProperty = index;
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this.children.sort(this.ascendingSortHandler.bind(this));
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/*
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if (order === Phaser.Group.SORT_ASCENDING)
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{
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this.children.sort(this.ascendingSortHandler.bind(this));
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@ -1040,7 +1071,6 @@ Phaser.Group.prototype.sort = function (index, order) {
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{
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this.children.sort(this.descendingSortHandler.bind(this));
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}
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*/
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}
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@ -1053,17 +1083,24 @@ Phaser.Group.prototype.sort = function (index, order) {
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*/
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Phaser.Group.prototype.ascendingSortHandler = function (a, b) {
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if (a[this._sortProperty] < b[this._sortProperty] && this.getIndex(a) > this.getIndex(b))
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if (a[this._sortProperty] < b[this._sortProperty])
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{
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return -1;
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}
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else if (a[this._sortProperty] > b[this._sortProperty] && this.getIndex(a) < this.getIndex(b))
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else if (a[this._sortProperty] > b[this._sortProperty])
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{
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return 1;
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}
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else
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{
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return 0;
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if (a.z < b.z)
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{
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return -1;
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}
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else
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{
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return 1;
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}
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}
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}
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@ -1077,19 +1114,18 @@ Phaser.Group.prototype.ascendingSortHandler = function (a, b) {
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*/
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Phaser.Group.prototype.descendingSortHandler = function (a, b) {
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if (a[this._sortProperty] && b[this._sortProperty])
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if (a[this._sortProperty] < b[this._sortProperty])
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{
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if (a[this._sortProperty] < b[this._sortProperty])
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{
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return 1;
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}
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else if (a[this._sortProperty] > b[this._sortProperty])
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{
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return -1;
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}
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return 1;
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}
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else if (a[this._sortProperty] > b[this._sortProperty])
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{
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return -1;
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}
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else
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{
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return 0;
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}
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return 0;
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}
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@ -1194,6 +1230,36 @@ Phaser.Group.prototype.getFirstDead = function () {
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}
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/**
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* Returns the child at the top of this Group. The top is the one being displayed (rendered) above every other child.
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*
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* @method Phaser.Group#getTop
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* @return {Any} The child at the top of the Group.
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*/
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Phaser.Group.prototype.getTop = function () {
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if (this.children.length > 0)
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{
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return this.children[this.children.length - 1];
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}
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}
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/**
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* Returns the child at the bottom of this Group. The bottom is the one being displayed (rendered) below every other child.
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*
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* @method Phaser.Group#getBottom
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* @return {Any} The child at the bottom of the Group.
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*/
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Phaser.Group.prototype.getBottom = function () {
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if (this.children.length > 0)
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{
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return this.children[0];
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}
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}
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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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*
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@ -1261,6 +1327,8 @@ Phaser.Group.prototype.remove = function (child) {
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this.removeChild(child);
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this.updateZ();
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if (this.cursor === child)
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{
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this.next();
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@ -1332,6 +1400,8 @@ Phaser.Group.prototype.removeBetween = function (startIndex, endIndex) {
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}
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}
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this.updateZ();
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}
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/**
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@ -47,6 +47,11 @@ Phaser.Image = function (game, x, y, key, frame) {
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*/
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this.type = Phaser.IMAGE;
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/**
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* @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.
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*/
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this.z = 0;
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/**
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* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.
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*/
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@ -45,6 +45,11 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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*/
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this.type = Phaser.SPRITE;
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/**
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* @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.
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*/
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this.z = 0;
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/**
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* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
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*/
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@ -44,6 +44,11 @@ Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
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*/
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this.type = Phaser.TILESPRITE;
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/**
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* @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.
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*/
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this.z = 0;
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/**
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* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
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*/
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@ -4,12 +4,6 @@
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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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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.P2.LIME_CORONA_JSON = 0;
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// Add an extra properties to p2 that we need
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p2.Body.prototype.parent = null;
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p2.Spring.prototype.parent = null;
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@ -157,6 +151,12 @@ Phaser.Physics.P2 = function (game, config) {
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};
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/**
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* @const
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* @type {number}
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*/
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Phaser.Physics.P2.LIME_CORONA_JSON = 0;
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Phaser.Physics.P2.prototype = {
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/**
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