Merge pull request #2504 from Nuuf/master

added functions for getting closest child and farthest child
This commit is contained in:
Richard Davey 2016-06-02 14:58:09 +01:00
commit f67d304e99

View file

@ -13,7 +13,7 @@
* In addition, Groups provides support for fast pooling and object recycling.
*
* Groups are also display objects and can be nested as children within other Groups.
*
*
* @class Phaser.Group
* @extends PIXI.DisplayObjectContainer
* @param {Phaser.Game} game - A reference to the currently running game.
@ -107,13 +107,13 @@ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBody
this.ignoreDestroy = false;
/**
* A Group is that has `pendingDestroy` set to `true` is flagged to have its destroy method
* A Group is that has `pendingDestroy` set to `true` is flagged to have its destroy method
* called on the next logic update.
* You can set it directly to flag the Group to be destroyed on its next update.
*
* This is extremely useful if you wish to destroy a Group from within one of its own callbacks
*
* This is extremely useful if you wish to destroy a Group from within one of its own callbacks
* or a callback of one of its children.
*
*
* @property {boolean} pendingDestroy
*/
this.pendingDestroy = false;
@ -164,7 +164,7 @@ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBody
/**
* If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property.
*
*
* It should be set to one of the Phaser.Physics.Arcade sort direction constants:
*
* Phaser.Physics.Arcade.SORT_NONE
@ -1975,6 +1975,63 @@ Phaser.Group.prototype.getBottom = function () {
};
/**
* Get the closest child to given Object/Point/Sprite/Image
*
* @method Phaser.Group#getClosestTo
* @return {any} The child closest to given Object/Point/Sprite/Image
*/
Phaser.Group.prototype.getClosestTo = function(object) {
if (this.children.length !== 0) {
var distance = Number.MAX_VALUE,
tempDistance = 0,
returnee;
this.forEachAlive(function(e) {
tempDistance = Math.abs(Phaser.Point.distance(object, e));
if (tempDistance < distance) {
distance = tempDistance;
returnee = e;
}
});
if (returnee) {
return returnee
};
}
};
/**
* Get the farthest child from given Object/Point/Sprite/Image
*
* @method Phaser.Group#getFarthestFrom
* @return {any} The child farthest from given Object/Point/Sprite/Image
*/
Phaser.Group.prototype.getFarthestFrom = function(object) {
if (this.children.length !== 0) {
var distance = 0,
tempDistance = 0,
returnee;
this.forEachAlive(function(e) {
tempDistance = Math.abs(Phaser.Point.distance(object, e));
if (tempDistance > distance) {
distance = tempDistance;
returnee = e;
}
});
if (returnee) {
return returnee
};
}
};
/**
* Get the number of living children in this group.
*