mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 20:53:39 +00:00
Group.callAll now supports nested functions and a context, making it really powerful!
This commit is contained in:
parent
19ac33f970
commit
685054eac5
6 changed files with 174 additions and 24 deletions
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@ -45,6 +45,9 @@ Version 1.1.2
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* New: Physics.Body now has a center property (issue 142, thanks MikeMnD)
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* New: Lots of fixes across Full Screen Mode support. Input now works, scaling restores properly, world scale is correct and anti-alias support added.
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* New: Added Group.cursor. This points to the first item added to a Group. You can move the cursor with Group.next() and Group.previous().
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* New: Added Tween.isTweening(object) to check if an object is currently being tweened or not (thanks mikehamil10)
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* New: Added getMagnitude, setMagnitude, normalize and isZero methods to Point (thanks beeglebug)
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* New: Group.callAll now supports nested functions and a context, making it really powerful!
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* Updated: Fixed a few final bugs in the Sprite body and bounds calculations, in turn this resolved the Tilemap collision issues in the 1.1 release.
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* Updated: Finished documentation for the Phaser.Button class.
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* Updated: Fixed the Invaders game sample and enhanced it.
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@ -164,7 +164,7 @@ function ballHitBrick (_ball, _brick) {
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ball.animations.stop();
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// And bring the bricks back from the dead :)
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bricks.callAll('revive', this);
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bricks.callAll('revive');
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}
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}
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@ -1,32 +1,72 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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var phaser;
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function preload() {
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game.load.image('phaser', 'assets/sprites/phaser-dude.png');
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game.load.image('bullet', 'assets/misc/bullet0.png');
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}
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var sprite;
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var bullet;
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var bullets;
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var bulletTime = 0;
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function create() {
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game.stage.backgroundColor = '#736357';
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game.stage.backgroundColor = '#2d2d2d';
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phaser = game.add.sprite(300, 300, 'phaser');
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bullets = game.add.group();
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bullets.createMultiple(10, 'bullet');
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bullets.callAll('events.onOutOfBounds.add', 'events.onOutOfBounds', resetBullet, this);
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sprite = game.add.sprite(400, 550, 'phaser');
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// Stop the following keys from propagating up to the browser
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game.input.keyboard.addKeyCapture([ Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT, Phaser.Keyboard.SPACEBAR ]);
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}
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function update() {
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if (game.input.keyboard.justPressed(Phaser.Keyboard.UP))
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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phaser.y--;
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sprite.body.velocity.x = -200;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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sprite.body.velocity.x = 200;
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}
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if (game.input.keyboard.justPressed(Phaser.Keyboard.DOWN))
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if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
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{
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phaser.y++;
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fireBullet();
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}
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}
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function fireBullet () {
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if (game.time.now > bulletTime)
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{
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bullet = bullets.getFirstExists(false);
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if (bullet)
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{
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bullet.reset(sprite.x + 6, sprite.y - 8);
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bullet.body.velocity.y = -300;
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bulletTime = game.time.now + 250;
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}
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}
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}
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// Called if the bullet goes out of the screen
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function resetBullet (bullet) {
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bullet.kill();
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}
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@ -524,7 +524,9 @@ Phaser.Group.prototype = {
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// 3 = Multiply
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// 4 = Divide
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if (key.length == 1)
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var len = key.length;
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if (len == 1)
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{
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if (operation == 0) { child[key[0]] = value; }
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else if (operation == 1) { child[key[0]] += value; }
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@ -532,7 +534,7 @@ Phaser.Group.prototype = {
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else if (operation == 3) { child[key[0]] *= value; }
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else if (operation == 4) { child[key[0]] /= value; }
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}
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else if (key.length == 2)
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else if (len == 2)
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{
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if (operation == 0) { child[key[0]][key[1]] = value; }
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else if (operation == 1) { child[key[0]][key[1]] += value; }
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@ -540,7 +542,7 @@ Phaser.Group.prototype = {
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else if (operation == 3) { child[key[0]][key[1]] *= value; }
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else if (operation == 4) { child[key[0]][key[1]] /= value; }
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}
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else if (key.length == 3)
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else if (len == 3)
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{
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if (operation == 0) { child[key[0]][key[1]][key[2]] = value; }
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else if (operation == 1) { child[key[0]][key[1]][key[2]] += value; }
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@ -548,7 +550,7 @@ Phaser.Group.prototype = {
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else if (operation == 3) { child[key[0]][key[1]][key[2]] *= value; }
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else if (operation == 4) { child[key[0]][key[1]][key[2]] /= value; }
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}
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else if (key.length == 4)
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else if (len == 4)
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{
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if (operation == 0) { child[key[0]][key[1]][key[2]][key[3]] = value; }
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else if (operation == 1) { child[key[0]][key[1]][key[2]][key[3]] += value; }
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@ -697,32 +699,119 @@ Phaser.Group.prototype = {
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},
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/**
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* Calls a function on all of the children that have exists=true in this Group.
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*
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* @method Phaser.Group#callbackFromArray
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* @param {object} child - The object to inspect.
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* @param {array} callback - The array of function names.
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* @param {number} length - The size of the array (pre-calculated in callAll).
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* @protected
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*/
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callbackFromArray: function (child, callback, length) {
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// Kinda looks like a Christmas tree
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if (length == 1)
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{
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if (child[callback[0]])
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{
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return child[callback[0]];
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}
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}
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else if (length == 2)
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{
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if (child[callback[0]][callback[1]])
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{
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return child[callback[0]][callback[1]];
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}
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}
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else if (length == 3)
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{
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if (child[callback[0]][callback[1]][callback[2]])
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{
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return child[callback[0]][callback[1]][callback[2]];
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}
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}
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else if (length == 4)
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{
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if (child[callback[0]][callback[1]][callback[2]][callback[3]])
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{
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return child[callback[0]][callback[1]][callback[2]][callback[3]];
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}
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}
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else
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{
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if (child[callback])
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{
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return child[callback];
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}
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}
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return false;
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},
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/**
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* Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that)
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* After the callback parameter you can add as many extra parameters as you like, which will all be passed to the child.
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* After the method parameter you can add as many extra parameters as you like, which will all be passed to the child.
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*
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* @method Phaser.Group#callAll
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* @param {function} callback - The function that exists on the children that will be called.
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* @param {...*} parameter - Additional parameters that will be passed to the callback.
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* @param {string} method - A string containing the name of the function that will be called. The function must exist on the child.
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* @param {string} [context=''] - A string containing the context under which the method will be executed. Leave to '' to default to the child.
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* @param {...*} parameter - Additional parameters that will be passed to the method.
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*/
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callAll: function (callback) {
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callAll: function (method, context) {
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var args = Array.prototype.splice.call(arguments, 1);
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if (typeof method == 'undefined')
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{
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return;
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}
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// Extract the method into an array
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method = method.split('.');
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var methodLength = method.length;
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if (typeof context == 'undefined')
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{
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context = null;
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}
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else
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{
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// Extract the context into an array
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context = context.split('.');
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var contextLength = context.length;
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}
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var args = Array.prototype.splice.call(arguments, 2);
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var callback = null;
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if (this._container.children.length > 0 && this._container.first._iNext)
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{
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var currentNode = this._container.first._iNext;
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var child = this._container.first._iNext;
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do
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{
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if (currentNode[callback])
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callback = this.callbackFromArray(child, method, methodLength);
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if (context && callback)
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{
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currentNode[callback].apply(currentNode, args);
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callbackContext = this.callbackFromArray(child, context, contextLength);
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if (callback)
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{
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callback.apply(callbackContext, args);
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}
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}
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else if (callback)
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{
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callback.apply(child, args);
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}
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currentNode = currentNode._iNext;
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child = child._iNext;
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}
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while (currentNode != this._container.last._iNext)
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while (child != this._container.last._iNext)
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}
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@ -5,7 +5,10 @@
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*/
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/**
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* Creates a new <code>BitmapText</code>.
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* Creates a new `BitmapText` object. BitmapText work by taking a texture file and an XML file that describes the font layout.
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* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
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* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
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*
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* @class Phaser.BitmapText
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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@ -158,6 +158,21 @@ Phaser.TweenManager.prototype = {
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},
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/**
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* Checks to see if a particular Sprite is currently being tweened.
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*
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* @method Phaser.TweenManager#isTweening
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* @param {object} object - The object to check for tweens against.
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* @returns {boolean} Returns true if the object is currently being tweened, false if not.
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*/
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isTweening: function(object) {
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return this._tweens.some(function(tween) {
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return tween._object === object;
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});
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},
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/**
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* Pauses all currently running tweens.
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*
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