/** * @author Richard Davey * @copyright 2013-2024 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var PropertyValueInc = require('./PropertyValueInc'); /** * Takes an array of Game Objects, or any objects that have public `x` and `y` properties, * and then adds the given value to each of them. * * The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array. * * To use this with a Group: `IncXY(group.getChildren(), x, y, stepX, stepY)` * * @function Phaser.Actions.IncXY * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {number} x - The amount to be added to the `x` property. * @param {number} [y=x] - The amount to be added to the `y` property. If `undefined` or `null` it uses the `x` value. * @param {number} [stepX=0] - This is added to the `x` amount, multiplied by the iteration counter. * @param {number} [stepY=0] - This is added to the `y` 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 IncXY = function (items, x, y, stepX, stepY, index, direction) { if (y === undefined || y === null) { y = x; } PropertyValueInc(items, 'x', x, stepX, index, direction); return PropertyValueInc(items, 'y', y, stepY, index, direction); }; module.exports = IncXY;