/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Takes an array of Game Objects and then modifies their `property` so the value equals, or is incremented, the * calculated spread value. * * The spread value is derived from the given `min` and `max` values and the total number of items in the array.//#endregion * * For example, to cause an array of Sprites to change in alpha from 0 to 1 you could call: * * ```javascript * Phaser.Actions.Spread(itemsArray, 'alpha', 0, 1); * ``` * * @function Phaser.Actions.Spread * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {string} property - The property of the Game Object to spread. * @param {number} min - The minimum value. * @param {number} max - The maximum value. * @param {boolean} [inc=false] - Should the values be incremented? `true` or set (`false`) * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that were passed to this Action. */ var Spread = function (items, property, min, max, inc) { if (inc === undefined) { inc = false; } var step = Math.abs(max - min) / items.length; var i; if (inc) { for (i = 0; i < items.length; i++) { items[i][property] += i * step + min; } } else { for (i = 0; i < items.length; i++) { items[i][property] = i * step + min; } } return items; }; module.exports = Spread;