/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Actions = require('../../actions/'); var Class = require('../../utils/Class'); var GetFastValue = require('../../utils/object/GetFastValue'); var GetValue = require('../../utils/object/GetValue'); var Range = require('../../utils/array/Range'); var Set = require('../../structs/Set'); var Sprite = require('../sprite/Sprite'); /** * @classdesc * [description] * * children can be either an array of children, or a config object * config can be either a config object, or undefined if passed as the children argument instead * * @class Group * @memberOf Phaser.GameObjects * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * @param {array} children - [description] * @param {object} config - [description] */ var Group = new Class({ initialize: function Group (scene, children, config) { if (config === undefined && !Array.isArray(children) && typeof children === 'object') { config = children; children = null; } /** * [description] * * @name Phaser.GameObjects.Group#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; /** * [description] * * @name Phaser.GameObjects.Group#children * @type {Phaser.Structs.Set} * @since 3.0.0 */ this.children = new Set(children); /** * [description] * * @name Phaser.GameObjects.Group#isParent * @type {boolean} * @default true * @since 3.0.0 */ this.isParent = true; /** * [description] * * @name Phaser.GameObjects.Group#classType * @type {object} * @since 3.0.0 */ this.classType = GetFastValue(config, 'classType', Sprite); /** * [description] * * @name Phaser.GameObjects.Group#active * @type {boolean} * @since 3.0.0 */ this.active = GetFastValue(config, 'active', true); /** * [description] * * @name Phaser.GameObjects.Group#maxSize * @type {integer} * @since 3.0.0 */ this.maxSize = GetFastValue(config, 'maxSize', -1); /** * [description] * * @name Phaser.GameObjects.Group#defaultKey * @type {string} * @since 3.0.0 */ this.defaultKey = GetFastValue(config, 'defaultKey', null); /** * [description] * * @name Phaser.GameObjects.Group#defaultFrame * @type {string|integer} * @since 3.0.0 */ this.defaultFrame = GetFastValue(config, 'defaultFrame', null); /** * [description] * * @name Phaser.GameObjects.Group#runChildUpdate * @type {boolean} * @default false * @since 3.0.0 */ this.runChildUpdate = GetFastValue(config, 'runChildUpdate', false); /** * [description] * * @name Phaser.GameObjects.Group#createCallback * @type {?function} * @since 3.0.0 */ this.createCallback = GetFastValue(config, 'createCallback', null); /** * [description] * * @name Phaser.GameObjects.Group#removeCallback * @type {?function} * @since 3.0.0 */ this.removeCallback = GetFastValue(config, 'removeCallback', null); /** * [description] * * @name Phaser.GameObjects.Group#createMultipleCallback * @type {?function} * @since 3.0.0 */ this.createMultipleCallback = GetFastValue(config, 'createMultipleCallback', null); if (config) { this.createMultiple(config); } }, /** * [description] * * @method Phaser.GameObjects.Group#create * @since 3.0.0 * * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with. * @param {boolean} [visible=true] - [description] * * @return {Phaser.GameObjects.GameObject} [description] */ create: function (x, y, key, frame, visible) { if (key === undefined) { key = this.defaultKey; } if (frame === undefined) { frame = this.defaultFrame; } if (visible === undefined) { visible = true; } // Pool? if (this.isFull()) { return null; } var child = new this.classType(this.scene, x, y, key, frame); this.scene.sys.displayList.add(child); if (child.preUpdate) { this.scene.sys.updateList.add(child); } child.visible = visible; this.add(child); return child; }, /** * [description] * * @method Phaser.GameObjects.Group#createMultiple * @since 3.0.0 * * @param {object} config - [description] * * @return {Phaser.GameObjects.GameObject[]} [description] */ createMultiple: function (config) { if (!Array.isArray(config)) { config = [ config ]; } var output = []; for (var i = 0; i < config.length; i++) { var entries = this.createFromConfig(config[i]); output = output.concat(entries); } return output; }, /** * [description] * * @method Phaser.GameObjects.Group#createFromConfig * @since 3.0.0 * * @param {object} options - [description] * * @return {Phaser.GameObjects.GameObject[]} [description] */ createFromConfig: function (options) { this.classType = GetFastValue(options, 'classType', this.classType); var key = GetFastValue(options, 'key', undefined); var frame = GetFastValue(options, 'frame', null); var visible = GetFastValue(options, 'visible', true); var entries = []; // Can't do anything without at least a key if (key === undefined) { return entries; } else { if (!Array.isArray(key)) { key = [ key ]; } if (!Array.isArray(frame)) { frame = [ frame ]; } } // Build an array of key frame pairs to loop through var repeat = GetFastValue(options, 'repeat', 0); var randomKey = GetFastValue(options, 'randomKey', false); var randomFrame = GetFastValue(options, 'randomFrame', false); var yoyo = GetFastValue(options, 'yoyo', false); var quantity = GetFastValue(options, 'frameQuantity', 1); var max = GetFastValue(options, 'max', 0); // If a grid is set we use that to override the quantity? var range = Range(key, frame, { max: max, qty: quantity, random: randomKey, randomB: randomFrame, repeat: repeat, yoyo: yoyo }); for (var c = 0; c < range.length; c++) { entries.push(this.create(0, 0, range[c].a, range[c].b, visible)); } // Post-creation options (applied only to those items created in this call): var x = GetValue(options, 'setXY.x', 0); var y = GetValue(options, 'setXY.y', 0); var stepX = GetValue(options, 'setXY.stepX', 0); var stepY = GetValue(options, 'setXY.stepY', 0); Actions.SetXY(entries, x, y, stepX, stepY); var rotation = GetValue(options, 'setRotation.value', 0); var stepRotation = GetValue(options, 'setRotation.step', 0); Actions.SetRotation(entries, rotation, stepRotation); var scaleX = GetValue(options, 'setScale.x', 1); var scaleY = GetValue(options, 'setScale.y', scaleX); var stepScaleX = GetValue(options, 'setScale.stepX', 0); var stepScaleY = GetValue(options, 'setScale.stepY', 0); Actions.SetScale(entries, scaleX, scaleY, stepScaleX, stepScaleY); var alpha = GetValue(options, 'setAlpha.value', 1); var stepAlpha = GetValue(options, 'setAlpha.step', 0); Actions.SetAlpha(entries, alpha, stepAlpha); var hitArea = GetFastValue(options, 'hitArea', null); var hitAreaCallback = GetFastValue(options, 'hitAreaCallback', null); if (hitArea) { Actions.SetHitArea(entries, hitArea, hitAreaCallback); } var grid = GetFastValue(options, 'gridAlign', false); if (grid) { Actions.GridAlign(entries, grid); } if (this.createMultipleCallback) { this.createMultipleCallback.call(this, entries); } return entries; }, /** * [description] * * @method Phaser.GameObjects.Group#preUpdate * @since 3.0.0 * * @param {number} time - [description] * @param {number} delta - [description] */ preUpdate: function (time, delta) { if (!this.runChildUpdate || this.children.size === 0) { return; } // Because a Group child may mess with the length of the Group during its update var temp = this.children.entries.slice(); for (var i = 0; i < temp.length; i++) { var item = temp[i]; if (item.active) { item.update(time, delta); } } }, /** * [description] * * @method Phaser.GameObjects.Group#add * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - [description] * @param {boolean} [addToScene=false] - [description] * * @return {Phaser.GameObjects.Group} This Group object. */ add: function (child, addToScene) { if (addToScene === undefined) { addToScene = false; } this.children.set(child); if (this.createCallback) { this.createCallback.call(this, child); } if (addToScene) { this.scene.sys.displayList.add(child); if (child.preUpdate) { this.scene.sys.updateList.add(child); } } return this; }, /** * [description] * * @method Phaser.GameObjects.Group#addMultiple * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject[]} children - [description] * @param {boolean} [addToScene=false] - [description] * * @return {Phaser.GameObjects.Group} This Group object. */ addMultiple: function (children, addToScene) { if (addToScene === undefined) { addToScene = false; } if (Array.isArray(children)) { for (var i = 0; i < children.length; i++) { this.add(children[i], addToScene); } } return this; }, /** * [description] * * @method Phaser.GameObjects.Group#remove * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - [description] * @param {boolean} [removeFromScene=false] - [description] * * @return {Phaser.GameObjects.Group} This Group object. */ remove: function (child, removeFromScene) { if (removeFromScene === undefined) { removeFromScene = false; } this.children.delete(child); if (removeFromScene) { this.scene.sys.displayList.remove(child); if (child.preUpdate) { this.scene.sys.updateList.remove(child); } } return this; }, /** * [description] * * @method Phaser.GameObjects.Group#clear * @since 3.0.0 * * @param {boolean} [removeFromScene=false] - [description] * * @return {Phaser.GameObjects.Group} This Group object. */ clear: function (removeFromScene) { if (removeFromScene === undefined) { removeFromScene = false; } if (removeFromScene) { var children = this.children; for (var i = 0; i < children.size; i++) { var gameObject = children.entries[i]; this.scene.sys.displayList.remove(gameObject); if (gameObject.preUpdate) { this.scene.sys.updateList.remove(gameObject); } } } this.children.clear(); return this; }, /** * [description] * * @method Phaser.GameObjects.Group#contains * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - [description] * * @return {boolean} [description] */ contains: function (child) { return this.children.contains(child); }, /** * [description] * * @method Phaser.GameObjects.Group#getChildren * @since 3.0.0 * * @return {Phaser.GameObjects.GameObject[]} [description] */ getChildren: function () { return this.children.entries; }, /** * [description] * * @method Phaser.GameObjects.Group#getLength * @since 3.0.0 * * @return {integer} [description] */ getLength: function () { return this.children.size; }, /** * [description] * * @method Phaser.GameObjects.Group#getFirst * @since 3.0.0 * * @param {boolean} [state=false] - [description] * @param {boolean} [createIfNull=false] - [description] * @param {number} [x] - The horizontal position of this Game Object in the world. * @param {number} [y] - The vertical position of this Game Object in the world. * @param {string} [texture] - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with. * @param {boolean} [visible] - [description] * * @return {Phaser.GameObjects.GameObject|null} [description] */ getFirst: function (state, createIfNull, x, y, key, frame, visible) { if (state === undefined) { state = false; } if (createIfNull === undefined) { createIfNull = false; } var gameObject; var children = this.children.entries; for (var i = 0; i < children.length; i++) { gameObject = children[i]; if (gameObject.active === state) { if (typeof(x) === 'number') { gameObject.x = x; } if (typeof(y) === 'number') { gameObject.y = y; } return gameObject; } } // Got this far? We need to create or bail if (createIfNull) { return this.create(x, y, key, frame, visible); } else { return null; } }, /** * [description] * * @method Phaser.GameObjects.Group#get * @since 3.0.0 * * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with. * @param {boolean} visible - [description] * * @return {Phaser.GameObjects.GameObject} [description] */ get: function (x, y, key, frame, visible) { return this.getFirst(false, true, x, y, key, frame, visible); }, /** * [description] * * @method Phaser.GameObjects.Group#getFirstAlive * @since 3.0.0 * * @param {boolean} createIfNull - [description] * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with. * @param {boolean} visible - [description] * * @return {Phaser.GameObjects.GameObject} [description] */ getFirstAlive: function (createIfNull, x, y, key, frame, visible) { return this.getFirst(true, createIfNull, x, y, key, frame, visible); }, /** * [description] * * @method Phaser.GameObjects.Group#getFirstDead * @since 3.0.0 * * @param {boolean} createIfNull - [description] * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with. * @param {boolean} visible - [description] * * @return {Phaser.GameObjects.GameObject} [description] */ getFirstDead: function (createIfNull, x, y, key, frame, visible) { return this.getFirst(false, createIfNull, x, y, key, frame, visible); }, /** * [description] * * @method Phaser.GameObjects.Group#playAnimation * @since 3.0.0 * * @param {string} key - [description] * @param {string} startFrame - [description] * * @return {Phaser.GameObjects.Group} This Group object. */ playAnimation: function (key, startFrame) { Actions.PlayAnimation(this.children.entries, key, startFrame); return this; }, /** * [description] * * @method Phaser.GameObjects.Group#isFull * @since 3.0.0 * * @return {boolean} [description] */ isFull: function () { if (this.maxSize === -1) { return false; } else { return (this.children.size === this.maxSize); } }, /** * [description] * * @method Phaser.GameObjects.Group#countActive * @since 3.0.0 * * @param {boolean} [value=true] - [description] * * @return {integer} [description] */ countActive: function (value) { if (value === undefined) { value = true; } var total = 0; for (var i = 0; i < this.children.size; i++) { if (this.children.entries[i].active === value) { total++; } } return total; }, /** * [description] * * @method Phaser.GameObjects.Group#getTotalUsed * @since 3.0.0 * * @return {integer} [description] */ getTotalUsed: function () { return this.countActive(); }, /** * [description] * * @method Phaser.GameObjects.Group#getTotalFree * @since 3.0.0 * * @return {integer} [description] */ getTotalFree: function () { var used = this.getTotalUsed(); var capacity = (this.maxSize === -1) ? 999999999999 : this.maxSize; return (capacity - used); }, /** * [description] * * @method Phaser.GameObjects.Group#setDepth * @since 3.0.0 * * @param {number} value - [description] * @param {number} step - [description] * * @return {Phaser.GameObjects.Group} This Group object. */ setDepth: function (value, step) { Actions.SetDepth(this.children.entries, value, step); return this; }, /** * [description] * * @method Phaser.GameObjects.Group#kill * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} gameObject - [description] */ kill: function (gameObject) { if (this.children.contains(gameObject)) { gameObject.setActive(false); } }, /** * [description] * * @method Phaser.GameObjects.Group#killAndHide * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} gameObject - [description] */ killAndHide: function (gameObject) { if (this.children.contains(gameObject)) { gameObject.setActive(false); gameObject.setVisible(false); } }, /** * [description] * * @method Phaser.GameObjects.Group#toggleVisible * @since 3.0.0 * * @return {Phaser.GameObjects.Group} This Group object. */ toggleVisible: function () { Actions.ToggleVisible(this.children.entries); return this; }, /** * [description] * * @method Phaser.GameObjects.Group#destroy * @since 3.0.0 */ destroy: function () { this.children.clear(); this.scene = undefined; this.children = undefined; } }); module.exports = Group;