/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Takes an array of Game Objects, or any objects that have a public property as defined in `key`, * and then adds the given value to it. * * The optional `step` property is applied incrementally, multiplied by each item in the array. * * To use this with a Group: `PropertyValueInc(group.getChildren(), key, value, step)` * * @function Phaser.Actions.PropertyValueInc * @since 3.3.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {string} key - The property to be updated. * @param {number} value - The amount to be added to the property. * @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter. * @param {number} [index=0] - An optional offset to start searching from within the items array. * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var PropertyValueInc = function (items, key, value, step, index, direction) { if (step === undefined) { step = 0; } if (index === undefined) { index = 0; } if (direction === undefined) { direction = 1; } var i; var t = 0; var end = items.length; if (direction === 1) { // Start to End for (i = index; i < end; i++) { items[i][key] += value + (t * step); t++; } } else { // End to Start for (i = index; i >= 0; i--) { items[i][key] += value + (t * step); t++; } } return items; }; module.exports = PropertyValueInc;