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https://github.com/photonstorm/phaser
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Merge pull request #2577 from LoneStranger/dev
Modifed Group.getClosestTo() and Group.getFurthestFrom() to add optional filter callback
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commit
8cde880d98
1 changed files with 24 additions and 6 deletions
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@ -2207,22 +2207,31 @@ Phaser.Group.prototype.getBottom = function () {
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};
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/**
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* Get the closest child to given Object.
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* Get the closest child to given Object, with optional callback to filter children.
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*
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* This can be a Sprite, Group, Image or any object with public x and y properties.
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*
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* 'close' is determined by the distance from the objects `x` and `y` properties compared to the childs `x` and `y` properties.
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*
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* If callback returns true, the object is considered for distance. If callback is null, then any child will satisfy the criteria.
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*
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* @method Phaser.Group#getClosestTo
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* @param {any} object - The object used to determine the distance. This can be a Sprite, Group, Image or any object with public x and y properties.
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* @param {function} [callback=null] - The function that each child will be evaluated against. Each child of the group will be passed to it as its first parameter, with the distance as the second.
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* @param {object} [callbackContext] - The context in which the function should be called (usually 'this').
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* @return {any} The child closest to given object, or null if no child was found.
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*/
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Phaser.Group.prototype.getClosestTo = function (object) {
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Phaser.Group.prototype.getClosestTo = function (object, callback, callbackContext) {
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var distance = Number.MAX_VALUE;
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var tempDistance = 0;
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var result = null;
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if (!callback)
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{
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callback = function() {return true;};
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}
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for (var i = 0; i < this.children.length; i++)
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{
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var child = this.children[i];
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@ -2231,7 +2240,7 @@ Phaser.Group.prototype.getClosestTo = function (object) {
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{
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tempDistance = Math.abs(Phaser.Point.distance(object, child));
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if (tempDistance < distance)
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if (tempDistance < distance && callback.call(callbackContext, child, tempDistance))
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{
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distance = tempDistance;
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result = child;
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@ -2244,22 +2253,31 @@ Phaser.Group.prototype.getClosestTo = function (object) {
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};
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/**
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* Get the child furthest away from the given Object.
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* Get the child furthest away from the given Object, with optional callback to filter children.
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*
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* This can be a Sprite, Group, Image or any object with public x and y properties.
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*
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* 'furthest away' is determined by the distance from the objects `x` and `y` properties compared to the childs `x` and `y` properties.
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*
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* If callback returns true, the object is considered for distance. If callback is null, then any child will satisfy the criteria.
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*
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* @method Phaser.Group#getFurthestFrom
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* @param {any} object - The object used to determine the distance. This can be a Sprite, Group, Image or any object with public x and y properties.
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* @param {function} [callback=null] - The function that each child will be evaluated against. Each child of the group will be passed to it as its first parameter, with the distance as the second.
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* @param {object} [callbackContext] - The context in which the function should be called (usually 'this').
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* @return {any} The child furthest from the given object, or null if no child was found.
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*/
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Phaser.Group.prototype.getFurthestFrom = function (object) {
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Phaser.Group.prototype.getFurthestFrom = function (object, callback, callbackContext) {
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var distance = 0;
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var tempDistance = 0;
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var result = null;
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if (!callback)
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{
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callback = function() {return true;};
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}
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for (var i = 0; i < this.children.length; i++)
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{
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var child = this.children[i];
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@ -2268,7 +2286,7 @@ Phaser.Group.prototype.getFurthestFrom = function (object) {
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{
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tempDistance = Math.abs(Phaser.Point.distance(object, child));
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if (tempDistance > distance)
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if (tempDistance > distance && callback.call(callbackContext, child, tempDistance))
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{
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distance = tempDistance;
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result = child;
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