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The PlaceOnLine Action now supports ease functions
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2 changed files with 15 additions and 3 deletions
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@ -17,6 +17,7 @@
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* The `Renderer.Canvas` and `Renderer.WebGL` will now only be included in the build file if the corresponding feature flags `CANVAS_RENDERER` and/or `WEBGL_RENDERER` are set to `true`. For Canvas only builds this saves a lot of space in the build (thanks @samme)
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* You can now specify an `autoResize` boolean in the `RenderTargetConfig` which is passed to the Render Targets when they are created by a pipeline.
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* The `UtilityPipeline` now sets `autoResize` to `true` in its Render Target Config, so that the global `fullFrame` and `halfFrame` Render Targets will automatically resize if the renderer changes.
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* `Actions.PlaceOnLine` now has an added an `ease` parameter which accepts a string from the EaseMap or a custom ease function to allow for different distrubutions along a line. (thanks @sB3p)
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# Bug Fixes
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@ -5,9 +5,11 @@
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*/
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var GetPoints = require('../geom/line/GetPoints');
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var GetEasedPoints = require('../geom/line/GetEasedPoints');
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/**
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* Positions an array of Game Objects on evenly spaced points of a Line.
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* If the ease parameter is supplied, it will space the points based on that easing function along the line.
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*
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* @function Phaser.Actions.PlaceOnLine
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* @since 3.0.0
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@ -16,12 +18,21 @@ var GetPoints = require('../geom/line/GetPoints');
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*
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* @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action.
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* @param {Phaser.Geom.Line} line - The Line to position the Game Objects on.
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*
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* @param {(string|function)} [ease] - An optional ease to use. This can be either a string from the EaseMap, or a custom function.
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* @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action.
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*/
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var PlaceOnLine = function (items, line)
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var PlaceOnLine = function (items, line, ease)
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{
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var points = GetPoints(line, items.length);
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var points;
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if (ease)
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{
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points = GetEasedPoints(line, ease, items.length);
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}
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else
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{
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points = GetPoints(line, items.length);
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}
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for (var i = 0; i < items.length; i++)
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{
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