/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser Group constructor. * @class Phaser.Group * @classdesc A Group is a container for display objects that allows for fast pooling and object recycling. Groups can be nested within other Groups and have their own local transforms. * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {Phaser.Group|Phaser.Sprite|null} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If `undefined` it will use game.world. If null it won't be added to anything. * @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging. * @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World. * @param {boolean} [enableBody=false] - If true all Sprites created with `Group.create` or `Group.createMulitple` will have a physics body created on them. Change the body type with physicsBodyType. * @param {number} [physicsBodyType=0] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc. */ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBodyType) { if (typeof addToStage === 'undefined') { addToStage = false; } if (typeof enableBody === 'undefined') { enableBody = false; } if (typeof physicsBodyType === 'undefined') { physicsBodyType = Phaser.Physics.ARCADE; } /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; if (typeof parent === 'undefined') { parent = game.world; } /** * @property {string} name - A name for this Group. Not used internally but useful for debugging. */ this.name = name || 'group'; PIXI.DisplayObjectContainer.call(this); if (addToStage) { this.game.stage.addChild(this); } else { if (parent) { parent.addChild(this); } } /** * @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value. */ this.z = 0; /** * @property {number} type - Internal Phaser Type value. * @protected */ this.type = Phaser.GROUP; /** * @property {boolean} alive - The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive. * @default */ this.alive = true; /** * @property {boolean} exists - If exists is true the Group is updated, otherwise it is skipped. * @default */ this.exists = true; /** * The type of objects that will be created when you use Group.create or Group.createMultiple. Defaults to Phaser.Sprite. * When a new object is created it is passed the following parameters to its constructor: game, x, y, key, frame. * @property {object} classType * @default */ this.classType = Phaser.Sprite; /** * @property {Phaser.Group|Phaser.Sprite} parent - The parent of this Group. */ /** * @property {Phaser.Point} scale - The scale of the Group container. */ this.scale = new Phaser.Point(1, 1); /** * @property {Phaser.Point} pivot - The pivot point of the Group container. */ /** * The cursor is a simple way to iterate through the objects in a Group using the Group.next and Group.previous functions. * The cursor is set to the first child added to the Group and doesn't change unless you call next, previous or set it directly with Group.cursor. * @property {any} cursor - The current display object that the Group cursor is pointing to. */ this.cursor = null; /** * @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view. */ this.cameraOffset = new Phaser.Point(); /** * @property {boolean} enableBody - If true all Sprites created by, or added to this Group, will have a physics body enabled on them. Change the body type with `Group.physicsBodyType`. * @default */ this.enableBody = enableBody; /** * @property {boolean} enableBodyDebug - If true when a physics body is created (via Group.enableBody) it will create a physics debug object as well. Only works for P2 bodies. */ this.enableBodyDebug = false; /** * @property {number} physicsBodyType - If Group.enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc. */ this.physicsBodyType = physicsBodyType; /** * @property {string} _sortProperty - The property on which children are sorted. * @private */ this._sortProperty = 'z'; /** * A small internal cache: * 0 = previous position.x * 1 = previous position.y * 2 = previous rotation * 3 = renderID * 4 = fresh? (0 = no, 1 = yes) * 5 = outOfBoundsFired (0 = no, 1 = yes) * 6 = exists (0 = no, 1 = yes) * 7 = fixed to camera (0 = no, 1 = yes) * 8 = cursor index * 9 = sort order * @property {Array} _cache * @private */ this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0, 0 ]; }; Phaser.Group.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); Phaser.Group.prototype.constructor = Phaser.Group; /** * @constant * @type {number} */ Phaser.Group.RETURN_NONE = 0; /** * @constant * @type {number} */ Phaser.Group.RETURN_TOTAL = 1; /** * @constant * @type {number} */ Phaser.Group.RETURN_CHILD = 2; /** * @constant * @type {number} */ Phaser.Group.SORT_ASCENDING = -1; /** * @constant * @type {number} */ Phaser.Group.SORT_DESCENDING = 1; /** * Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object. * The child is automatically added to the top of the Group, so renders on-top of everything else within the Group. If you need to control * that then see the addAt method. * * @see Phaser.Group#create * @see Phaser.Group#addAt * @method Phaser.Group#add * @param {*} child - An instance of Phaser.Sprite, Phaser.Button or any other display object.. * @param {boolean} [silent=false] - If the silent parameter is `true` the child will not dispatch the onAddedToGroup event. * @return {*} The child that was added to the Group. */ Phaser.Group.prototype.add = function (child, silent) { if (typeof silent === 'undefined') { silent = false; } if (child.parent !== this) { if (this.enableBody) { this.game.physics.enable(child, this.physicsBodyType); } this.addChild(child); child.z = this.children.length; if (!silent && child.events) { child.events.onAddedToGroup.dispatch(child, this); } if (this.cursor === null) { this.cursor = child; } } return child; }; /** * Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object. * The child is added to the Group at the location specified by the index value, this allows you to control child ordering. * * @method Phaser.Group#addAt * @param {*} child - An instance of Phaser.Sprite, Phaser.Button or any other display object.. * @param {number} index - The index within the Group to insert the child to. * @param {boolean} [silent=false] - If the silent parameter is `true` the child will not dispatch the onAddedToGroup event. * @return {*} The child that was added to the Group. */ Phaser.Group.prototype.addAt = function (child, index, silent) { if (typeof silent === 'undefined') { silent = false; } if (child.parent !== this) { if (this.enableBody) { this.game.physics.enable(child, this.physicsBodyType); } this.addChildAt(child, index); this.updateZ(); if (!silent && child.events) { child.events.onAddedToGroup.dispatch(child, this); } if (this.cursor === null) { this.cursor = child; } } return child; }; /** * Returns the child found at the given index within this Group. * * @method Phaser.Group#getAt * @param {number} index - The index to return the child from. * @return {*} The child that was found at the given index. If the index was out of bounds then this will return -1. */ Phaser.Group.prototype.getAt = function (index) { if (index < 0 || index >= this.children.length) { return -1; } else { return this.getChildAt(index); } }; /** * Automatically creates a new Phaser.Sprite object and adds it to the top of this Group. * You can change Group.classType to any object and this call will create an object of that type instead, but it should extend either Sprite or Image. * * @method Phaser.Group#create * @param {number} x - The x coordinate to display the newly created Sprite at. The value is in relation to the Group.x point. * @param {number} y - The y coordinate to display the newly created Sprite at. The value is in relation to the Group.y point. * @param {string} key - The Game.cache key of the image that this Sprite will use. * @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here. * @param {boolean} [exists=true] - The default exists state of the Sprite. * @return {Phaser.Sprite|object} The child that was created. Will be a Phaser.Sprite unless Group.classType has been changed. */ Phaser.Group.prototype.create = function (x, y, key, frame, exists) { if (typeof exists === 'undefined') { exists = true; } var child = new this.classType(this.game, x, y, key, frame); if (this.enableBody) { this.game.physics.enable(child, this.physicsBodyType); } child.exists = exists; child.visible = exists; child.alive = exists; this.addChild(child); child.z = this.children.length; if (child.events) { child.events.onAddedToGroup.dispatch(child, this); } if (this.cursor === null) { this.cursor = child; } return child; }; /** * Automatically creates multiple Phaser.Sprite objects and adds them to the top of this Group. * Useful if you need to quickly generate a pool of identical sprites, such as bullets. By default the sprites will be set to not exist * and will be positioned at 0, 0 (relative to the Group.x/y) * You can change Group.classType to any object and this call will create an object of that type instead, but it should extend either Sprite or Image. * * @method Phaser.Group#createMultiple * @param {number} quantity - The number of Sprites to create. * @param {string} key - The Game.cache key of the image that this Sprite will use. * @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here. * @param {boolean} [exists=false] - The default exists state of the Sprite. */ Phaser.Group.prototype.createMultiple = function (quantity, key, frame, exists) { if (typeof exists === 'undefined') { exists = false; } for (var i = 0; i < quantity; i++) { this.create(0, 0, key, frame, exists); } }; /** * Internal method that re-applies all of the childrens Z values. * * @method Phaser.Group#updateZ * @protected */ Phaser.Group.prototype.updateZ = function () { var i = this.children.length; while (i--) { this.children[i].z = i; } }; /** * Sets the Group cursor to the first object in the Group. If the optional index parameter is given it sets the cursor to the object at that index instead. * * @method Phaser.Group#resetCursor * @param {number} [index=0] - Set the cursor to point to a specific index. * @return {*} The child the cursor now points to. */ Phaser.Group.prototype.resetCursor = function (index) { if (typeof index === 'undefined') { index = 0; } if (index > this.children.length - 1) { index = 0; } if (this.cursor) { this._cache[8] = index; this.cursor = this.children[this._cache[8]]; return this.cursor; } }; /** * Advances the Group cursor to the next object in the Group. If it's at the end of the Group it wraps around to the first object. * * @method Phaser.Group#next * @return {*} The child the cursor now points to. */ Phaser.Group.prototype.next = function () { if (this.cursor) { // Wrap the cursor? if (this._cache[8] >= this.children.length - 1) { this._cache[8] = 0; } else { this._cache[8]++; } this.cursor = this.children[this._cache[8]]; return this.cursor; } }; /** * Moves the Group cursor to the previous object in the Group. If it's at the start of the Group it wraps around to the last object. * * @method Phaser.Group#previous * @return {*} The child the cursor now points to. */ Phaser.Group.prototype.previous = function () { if (this.cursor) { // Wrap the cursor? if (this._cache[8] === 0) { this._cache[8] = this.children.length - 1; } else { this._cache[8]--; } this.cursor = this.children[this._cache[8]]; return this.cursor; } }; /** * Swaps the position of two children in this Group. Both children must be in this Group. * You cannot swap a child with itself, or swap un-parented children, doing so will return false. * * @method Phaser.Group#swap * @param {*} child1 - The first child to swap. * @param {*} child2 - The second child to swap. */ Phaser.Group.prototype.swap = function (child1, child2) { var result = this.swapChildren(child1, child2); if (result) { this.updateZ(); } return result; }; /** * Brings the given child to the top of this Group so it renders above all other children. * * @method Phaser.Group#bringToTop * @param {*} child - The child to bring to the top of this Group. * @return {*} The child that was moved. */ Phaser.Group.prototype.bringToTop = function (child) { if (child.parent === this && this.getIndex(child) < this.children.length) { this.remove(child, false, true); this.add(child, true); } return child; }; /** * Sends the given child to the bottom of this Group so it renders below all other children. * * @method Phaser.Group#sendToBack * @param {*} child - The child to send to the bottom of this Group. * @return {*} The child that was moved. */ Phaser.Group.prototype.sendToBack = function (child) { if (child.parent === this && this.getIndex(child) > 0) { this.remove(child, false, true); this.addAt(child, 0, true); } return child; }; /** * Moves the given child up one place in this Group unless it's already at the top. * * @method Phaser.Group#moveUp * @param {*} child - The child to move up in the Group. * @return {*} The child that was moved. */ Phaser.Group.prototype.moveUp = function (child) { if (child.parent === this && this.getIndex(child) < this.children.length - 1) { var a = this.getIndex(child); var b = this.getAt(a + 1); if (b) { this.swap(child, b); } } return child; }; /** * Moves the given child down one place in this Group unless it's already at the top. * * @method Phaser.Group#moveDown * @param {*} child - The child to move down in the Group. * @return {*} The child that was moved. */ Phaser.Group.prototype.moveDown = function (child) { if (child.parent === this && this.getIndex(child) > 0) { var a = this.getIndex(child); var b = this.getAt(a - 1); if (b) { this.swap(child, b); } } return child; }; /** * Positions the child found at the given index within this Group to the given x and y coordinates. * * @method Phaser.Group#xy * @param {number} index - The index of the child in the Group to set the position of. * @param {number} x - The new x position of the child. * @param {number} y - The new y position of the child. */ Phaser.Group.prototype.xy = function (index, x, y) { if (index < 0 || index > this.children.length) { return -1; } else { this.getChildAt(index).x = x; this.getChildAt(index).y = y; } }; /** * Reverses all children in this Group. Note that this does not propagate, only direct children are re-ordered. * * @method Phaser.Group#reverse */ Phaser.Group.prototype.reverse = function () { this.children.reverse(); this.updateZ(); }; /** * Get the index position of the given child in this Group. This should always match the childs z property. * * @method Phaser.Group#getIndex * @param {*} child - The child to get the index for. * @return {number} The index of the child or -1 if it's not a member of this Group. */ Phaser.Group.prototype.getIndex = function (child) { return this.children.indexOf(child); }; /** * Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group. * * @method Phaser.Group#replace * @param {*} oldChild - The child in this Group that will be replaced. * @param {*} newChild - The child to be inserted into this Group. * @return {*} Returns the oldChild that was replaced within this Group. */ Phaser.Group.prototype.replace = function (oldChild, newChild) { var index = this.getIndex(oldChild); if (index !== -1) { if (newChild.parent !== undefined) { newChild.events.onRemovedFromGroup.dispatch(newChild, this); newChild.parent.removeChild(newChild); if (newChild.parent instanceof Phaser.Group) { newChild.parent.updateZ(); } } var temp = oldChild; this.remove(temp); this.addAt(newChild, index); return temp; } }; /** * Checks if the child has the given property. Will scan up to 4 levels deep only. * * @method Phaser.Group#hasProperty * @param {*} child - The child to check for the existance of the property on. * @param {array} key - An array of strings that make up the property. * @return {boolean} True if the child has the property, otherwise false. */ Phaser.Group.prototype.hasProperty = function (child, key) { var len = key.length; if (len === 1 && key[0] in child) { return true; } else if (len === 2 && key[0] in child && key[1] in child[key[0]]) { return true; } else if (len === 3 && key[0] in child && key[1] in child[key[0]] && key[2] in child[key[0]][key[1]]) { return true; } else if (len === 4 && key[0] in child && key[1] in child[key[0]] && key[2] in child[key[0]][key[1]] && key[3] in child[key[0]][key[1]][key[2]]) { return true; } return false; }; /** * Sets a property to the given value on the child. The operation parameter controls how the value is set. * Operation 0 means set the existing value to the given value, or if force is `false` create a new property with the given value. * 1 will add the given value to the value already present. * 2 will subtract the given value from the value already present. * 3 will multiply the value already present by the given value. * 4 will divide the value already present by the given value. * * @method Phaser.Group#setProperty * @param {*} child - The child to set the property value on. * @param {array} key - An array of strings that make up the property that will be set. * @param {*} value - The value that will be set. * @param {number} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it. * @param {boolean} [force=false] - If `force` is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set. * @return {boolean} True if the property was set, false if not. */ Phaser.Group.prototype.setProperty = function (child, key, value, operation, force) { if (typeof force === 'undefined') { force = false; } operation = operation || 0; // As ugly as this approach looks, and although it's limited to a depth of only 4, it's much faster than a for loop or object iteration. // 0 = Equals // 1 = Add // 2 = Subtract // 3 = Multiply // 4 = Divide // We can't force a property in and the child doesn't have it, so abort. // Equally we can't add, subtract, multiply or divide a property value if it doesn't exist, so abort in those cases too. if (!this.hasProperty(child, key) && (!force || operation > 0)) { return false; } var len = key.length; if (len === 1) { if (operation === 0) { child[key[0]] = value; } else if (operation == 1) { child[key[0]] += value; } else if (operation == 2) { child[key[0]] -= value; } else if (operation == 3) { child[key[0]] *= value; } else if (operation == 4) { child[key[0]] /= value; } } else if (len === 2) { if (operation === 0) { child[key[0]][key[1]] = value; } else if (operation == 1) { child[key[0]][key[1]] += value; } else if (operation == 2) { child[key[0]][key[1]] -= value; } else if (operation == 3) { child[key[0]][key[1]] *= value; } else if (operation == 4) { child[key[0]][key[1]] /= value; } } else if (len === 3) { if (operation === 0) { child[key[0]][key[1]][key[2]] = value; } else if (operation == 1) { child[key[0]][key[1]][key[2]] += value; } else if (operation == 2) { child[key[0]][key[1]][key[2]] -= value; } else if (operation == 3) { child[key[0]][key[1]][key[2]] *= value; } else if (operation == 4) { child[key[0]][key[1]][key[2]] /= value; } } else if (len === 4) { if (operation === 0) { child[key[0]][key[1]][key[2]][key[3]] = value; } else if (operation == 1) { child[key[0]][key[1]][key[2]][key[3]] += value; } else if (operation == 2) { child[key[0]][key[1]][key[2]][key[3]] -= value; } else if (operation == 3) { child[key[0]][key[1]][key[2]][key[3]] *= value; } else if (operation == 4) { child[key[0]][key[1]][key[2]][key[3]] /= value; } } return true; }; /** * This function allows you to quickly set a property on a single child of this Group to a new value. * The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. * * @method Phaser.Group#set * @param {Phaser.Sprite} child - The child to set the property on. * @param {string} key - The property, as a string, to be set. For example: 'body.velocity.x' * @param {*} value - The value that will be set. * @param {boolean} [checkAlive=false] - If set then the child will only be updated if alive=true. * @param {boolean} [checkVisible=false] - If set then the child will only be updated if visible=true. * @param {number} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it. * @param {boolean} [force=false] - If `force` is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set. * @return {boolean} True if the property was set, false if not. */ Phaser.Group.prototype.set = function (child, key, value, checkAlive, checkVisible, operation, force) { if (typeof force === 'undefined') { force = false; } key = key.split('.'); if (typeof checkAlive === 'undefined') { checkAlive = false; } if (typeof checkVisible === 'undefined') { checkVisible = false; } if ((checkAlive === false || (checkAlive && child.alive)) && (checkVisible === false || (checkVisible && child.visible))) { return this.setProperty(child, key, value, operation, force); } }; /** * This function allows you to quickly set the same property across all children of this Group to a new value. * This call doesn't descend down children, so if you have a Group inside of this Group, the property will be set on the Group but not its children. * If you need that ability please see `Group.setAllChildren`. * * The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. * * @method Phaser.Group#setAll * @param {string} key - The property, as a string, to be set. For example: 'body.velocity.x' * @param {*} value - The value that will be set. * @param {boolean} [checkAlive=false] - If set then only children with alive=true will be updated. This includes any Groups that are children. * @param {boolean} [checkVisible=false] - If set then only children with visible=true will be updated. This includes any Groups that are children. * @param {number} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it. * @param {boolean} [force=false] - If `force` is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set. */ Phaser.Group.prototype.setAll = function (key, value, checkAlive, checkVisible, operation, force) { if (typeof checkAlive === 'undefined') { checkAlive = false; } if (typeof checkVisible === 'undefined') { checkVisible = false; } if (typeof force === 'undefined') { force = false; } key = key.split('.'); operation = operation || 0; for (var i = 0, len = this.children.length; i < len; i++) { if ((!checkAlive || (checkAlive && this.children[i].alive)) && (!checkVisible || (checkVisible && this.children[i].visible))) { this.setProperty(this.children[i], key, value, operation, force); } } }; /** * This function allows you to quickly set the same property across all children of this Group, and any child Groups, to a new value. * * If this Group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom. * Unlike with Group.setAll the property is NOT set on child Groups itself. * * The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. * * @method Phaser.Group#setAllChildren * @param {string} key - The property, as a string, to be set. For example: 'body.velocity.x' * @param {*} value - The value that will be set. * @param {boolean} [checkAlive=false] - If set then only children with alive=true will be updated. This includes any Groups that are children. * @param {boolean} [checkVisible=false] - If set then only children with visible=true will be updated. This includes any Groups that are children. * @param {number} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it. * @param {boolean} [force=false] - If `force` is true then the property will be set on the child regardless if it already exists or not. If false and the property doesn't exist, nothing will be set. */ Phaser.Group.prototype.setAllChildren = function (key, value, checkAlive, checkVisible, operation, force) { if (typeof checkAlive === 'undefined') { checkAlive = false; } if (typeof checkVisible === 'undefined') { checkVisible = false; } if (typeof force === 'undefined') { force = false; } operation = operation || 0; for (var i = 0, len = this.children.length; i < len; i++) { if ((!checkAlive || (checkAlive && this.children[i].alive)) && (!checkVisible || (checkVisible && this.children[i].visible))) { if (this.children[i] instanceof Phaser.Group) { this.children[i].setAllChildren(key, value, checkAlive, checkVisible, operation, force); } else { this.setProperty(this.children[i], key.split('.'), value, operation, force); } } } }; /** * Adds the amount to the given property on all children in this Group. * Group.addAll('x', 10) will add 10 to the child.x value. * * @method Phaser.Group#addAll * @param {string} property - The property to increment, for example 'body.velocity.x' or 'angle'. * @param {number} amount - The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50. * @param {boolean} checkAlive - If true the property will only be changed if the child is alive. * @param {boolean} checkVisible - If true the property will only be changed if the child is visible. */ Phaser.Group.prototype.addAll = function (property, amount, checkAlive, checkVisible) { this.setAll(property, amount, checkAlive, checkVisible, 1); }; /** * Subtracts the amount from the given property on all children in this Group. * Group.subAll('x', 10) will minus 10 from the child.x value. * * @method Phaser.Group#subAll * @param {string} property - The property to decrement, for example 'body.velocity.x' or 'angle'. * @param {number} amount - The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10. * @param {boolean} checkAlive - If true the property will only be changed if the child is alive. * @param {boolean} checkVisible - If true the property will only be changed if the child is visible. */ Phaser.Group.prototype.subAll = function (property, amount, checkAlive, checkVisible) { this.setAll(property, amount, checkAlive, checkVisible, 2); }; /** * Multiplies the given property by the amount on all children in this Group. * Group.multiplyAll('x', 2) will x2 the child.x value. * * @method Phaser.Group#multiplyAll * @param {string} property - The property to multiply, for example 'body.velocity.x' or 'angle'. * @param {number} amount - The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20. * @param {boolean} checkAlive - If true the property will only be changed if the child is alive. * @param {boolean} checkVisible - If true the property will only be changed if the child is visible. */ Phaser.Group.prototype.multiplyAll = function (property, amount, checkAlive, checkVisible) { this.setAll(property, amount, checkAlive, checkVisible, 3); }; /** * Divides the given property by the amount on all children in this Group. * Group.divideAll('x', 2) will half the child.x value. * * @method Phaser.Group#divideAll * @param {string} property - The property to divide, for example 'body.velocity.x' or 'angle'. * @param {number} amount - The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50. * @param {boolean} checkAlive - If true the property will only be changed if the child is alive. * @param {boolean} checkVisible - If true the property will only be changed if the child is visible. */ Phaser.Group.prototype.divideAll = function (property, amount, checkAlive, checkVisible) { this.setAll(property, amount, checkAlive, checkVisible, 4); }; /** * Calls a function on all of the children that have exists=true in this Group. * After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback. * * @method Phaser.Group#callAllExists * @param {function} callback - The function that exists on the children that will be called. * @param {boolean} existsValue - Only children with exists=existsValue will be called. * @param {...*} parameter - Additional parameters that will be passed to the callback. */ Phaser.Group.prototype.callAllExists = function (callback, existsValue) { var args = Array.prototype.splice.call(arguments, 2); for (var i = 0, len = this.children.length; i < len; i++) { if (this.children[i].exists === existsValue && this.children[i][callback]) { this.children[i][callback].apply(this.children[i], args); } } }; /** * Returns a reference to a function that exists on a child of the Group based on the given callback array. * * @method Phaser.Group#callbackFromArray * @param {object} child - The object to inspect. * @param {array} callback - The array of function names. * @param {number} length - The size of the array (pre-calculated in callAll). * @protected */ Phaser.Group.prototype.callbackFromArray = function (child, callback, length) { // Kinda looks like a Christmas tree if (length == 1) { if (child[callback[0]]) { return child[callback[0]]; } } else if (length == 2) { if (child[callback[0]][callback[1]]) { return child[callback[0]][callback[1]]; } } else if (length == 3) { if (child[callback[0]][callback[1]][callback[2]]) { return child[callback[0]][callback[1]][callback[2]]; } } else if (length == 4) { if (child[callback[0]][callback[1]][callback[2]][callback[3]]) { return child[callback[0]][callback[1]][callback[2]][callback[3]]; } } else { if (child[callback]) { return child[callback]; } } return false; }; /** * Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that) * After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child. * * @method Phaser.Group#callAll * @param {string} method - A string containing the name of the function that will be called. The function must exist on the child. * @param {string} [context=null] - A string containing the context under which the method will be executed. Set to null to default to the child. * @param {...*} parameter - Additional parameters that will be passed to the method. */ Phaser.Group.prototype.callAll = function (method, context) { if (typeof method === 'undefined') { return; } // Extract the method into an array method = method.split('.'); var methodLength = method.length; if (typeof context === 'undefined' || context === null || context === '') { context = null; } else { // Extract the context into an array if (typeof context === 'string') { context = context.split('.'); var contextLength = context.length; } } var args = Array.prototype.splice.call(arguments, 2); var callback = null; var callbackContext = null; for (var i = 0, len = this.children.length; i < len; i++) { callback = this.callbackFromArray(this.children[i], method, methodLength); if (context && callback) { callbackContext = this.callbackFromArray(this.children[i], context, contextLength); if (callback) { callback.apply(callbackContext, args); } } else if (callback) { callback.apply(this.children[i], args); } } }; /** * The core preUpdate - as called by World. * @method Phaser.Group#preUpdate * @protected */ Phaser.Group.prototype.preUpdate = function () { if (!this.exists || !this.parent.exists) { this.renderOrderID = -1; return false; } var i = this.children.length; while (i--) { this.children[i].preUpdate(); } return true; }; /** * The core update - as called by World. * @method Phaser.Group#update * @protected */ Phaser.Group.prototype.update = function () { var i = this.children.length; while (i--) { this.children[i].update(); } }; /** * The core postUpdate - as called by World. * @method Phaser.Group#postUpdate * @protected */ Phaser.Group.prototype.postUpdate = function () { // Fixed to Camera? if (this._cache[7] === 1) { this.x = this.game.camera.view.x + this.cameraOffset.x; this.y = this.game.camera.view.y + this.cameraOffset.y; } var i = this.children.length; while (i--) { this.children[i].postUpdate(); } }; /** * Allows you to call your own function on each member of this Group. You must pass the callback and context in which it will run. * After the checkExists parameter you can add as many parameters as you like, which will all be passed to the callback along with the child. * For example: Group.forEach(awardBonusGold, this, true, 100, 500) * Note: Currently this will skip any children which are Groups themselves. * * @method Phaser.Group#forEach * @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter. * @param {Object} callbackContext - The context in which the function should be called (usually 'this'). * @param {boolean} [checkExists=false] - If set only children with exists=true will be passed to the callback, otherwise all children will be passed. */ Phaser.Group.prototype.forEach = function (callback, callbackContext, checkExists) { if (typeof checkExists === 'undefined') { checkExists = false; } var args = Array.prototype.splice.call(arguments, 3); args.unshift(null); for (var i = 0, len = this.children.length; i < len; i++) { if (!checkExists || (checkExists && this.children[i].exists)) { args[0] = this.children[i]; callback.apply(callbackContext, args); } } }; /** * Allows you to call your own function on each member of this Group where child.exists=true. You must pass the callback and context in which it will run. * You can add as many parameters as you like, which will all be passed to the callback along with the child. * For example: Group.forEachExists(causeDamage, this, 500) * * @method Phaser.Group#forEachExists * @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter. * @param {Object} callbackContext - The context in which the function should be called (usually 'this'). */ Phaser.Group.prototype.forEachExists = function (callback, callbackContext) { var args = Array.prototype.splice.call(arguments, 2); args.unshift(null); this.iterate('exists', true, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args); }; /** * Allows you to call your own function on each alive member of this Group (where child.alive=true). You must pass the callback and context in which it will run. * You can add as many parameters as you like, which will all be passed to the callback along with the child. * For example: Group.forEachAlive(causeDamage, this, 500) * * @method Phaser.Group#forEachAlive * @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter. * @param {Object} callbackContext - The context in which the function should be called (usually 'this'). */ Phaser.Group.prototype.forEachAlive = function (callback, callbackContext) { var args = Array.prototype.splice.call(arguments, 2); args.unshift(null); this.iterate('alive', true, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args); }; /** * Allows you to call your own function on each dead member of this Group (where alive=false). You must pass the callback and context in which it will run. * You can add as many parameters as you like, which will all be passed to the callback along with the child. * For example: Group.forEachDead(bringToLife, this) * * @method Phaser.Group#forEachDead * @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter. * @param {Object} callbackContext - The context in which the function should be called (usually 'this'). */ Phaser.Group.prototype.forEachDead = function (callback, callbackContext) { var args = Array.prototype.splice.call(arguments, 2); args.unshift(null); this.iterate('alive', false, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args); }; /** * Call this function to sort the group according to a particular value and order. * For example to depth sort Sprites for Zelda-style game you might call `group.sort('y', Phaser.Group.SORT_ASCENDING)` at the bottom of your `State.update()`. * * @method Phaser.Group#sort * @param {string} [index='z'] - The `string` name of the property you want to sort on. Defaults to the objects z-depth value. * @param {number} [order=Phaser.Group.SORT_ASCENDING] - The `Group` constant that defines the sort order. Possible values are Phaser.Group.SORT_ASCENDING and Phaser.Group.SORT_DESCENDING. */ Phaser.Group.prototype.sort = function (index, order) { if (this.children.length < 2) { // Nothing to swap return; } if (typeof index === 'undefined') { index = 'z'; } if (typeof order === 'undefined') { order = Phaser.Group.SORT_ASCENDING; } this._sortProperty = index; if (order === Phaser.Group.SORT_ASCENDING) { this.children.sort(this.ascendingSortHandler.bind(this)); } else { this.children.sort(this.descendingSortHandler.bind(this)); } this.updateZ(); }; /** * This allows you to use your own sort handler function. * It will be sent two parameters: the two children involved in the comparison (a and b). It should return -1 if a > b, 1 if a < b or 0 if a === b. * * @method Phaser.Group#customSort * @param {function} sortHandler - Your sort handler function. It will be sent two parameters: the two children involved in the comparison. It must return -1, 1 or 0. * @param {object} context - The scope in which the sortHandler is called. */ Phaser.Group.prototype.customSort = function (sortHandler, context) { if (this.children.length < 2) { // Nothing to swap return; } this.children.sort(sortHandler.bind(context)); this.updateZ(); }; /** * An internal helper function for the sort process. * * @method Phaser.Group#ascendingSortHandler * @param {object} a - The first object being sorted. * @param {object} b - The second object being sorted. */ Phaser.Group.prototype.ascendingSortHandler = function (a, b) { if (a[this._sortProperty] < b[this._sortProperty]) { return -1; } else if (a[this._sortProperty] > b[this._sortProperty]) { return 1; } else { if (a.z < b.z) { return -1; } else { return 1; } } }; /** * An internal helper function for the sort process. * * @method Phaser.Group#descendingSortHandler * @param {object} a - The first object being sorted. * @param {object} b - The second object being sorted. */ Phaser.Group.prototype.descendingSortHandler = function (a, b) { if (a[this._sortProperty] < b[this._sortProperty]) { return 1; } else if (a[this._sortProperty] > b[this._sortProperty]) { return -1; } else { return 0; } }; /** * Iterates over the children of the Group. When a child has a property matching key that equals the given value, it is considered as a match. * Matched children can be sent to the optional callback, or simply returned or counted. * You can add as many callback parameters as you like, which will all be passed to the callback along with the child, after the callbackContext parameter. * * @method Phaser.Group#iterate * @param {string} key - The child property to check, i.e. 'exists', 'alive', 'health' * @param {any} value - If child.key === this value it will be considered a match. Note that a strict comparison is used. * @param {number} returnType - How to return the data from this method. Either Phaser.Group.RETURN_NONE, Phaser.Group.RETURN_TOTAL or Phaser.Group.RETURN_CHILD. * @param {function} [callback=null] - Optional function that will be called on each matching child. Each child of the Group will be passed to it as its first parameter. * @param {Object} [callbackContext] - The context in which the function should be called (usually 'this'). * @return {any} Returns either a numeric total (if RETURN_TOTAL was specified) or the child object. */ Phaser.Group.prototype.iterate = function (key, value, returnType, callback, callbackContext, args) { if (returnType === Phaser.Group.RETURN_TOTAL && this.children.length === 0) { return 0; } if (typeof callback === 'undefined') { callback = false; } var total = 0; for (var i = 0, len = this.children.length; i < len; i++) { if (this.children[i][key] === value) { total++; if (callback) { args[0] = this.children[i]; callback.apply(callbackContext, args); } if (returnType === Phaser.Group.RETURN_CHILD) { return this.children[i]; } } } if (returnType === Phaser.Group.RETURN_TOTAL) { return total; } else if (returnType === Phaser.Group.RETURN_CHILD) { return null; } }; /** * Call this function to retrieve the first object with exists == (the given state) in the Group. * * @method Phaser.Group#getFirstExists * @param {boolean} state - True or false. * @return {Any} The first child, or null if none found. */ Phaser.Group.prototype.getFirstExists = function (state) { if (typeof state !== 'boolean') { state = true; } return this.iterate('exists', state, Phaser.Group.RETURN_CHILD); }; /** * Call this function to retrieve the first object with alive === true in the group. * This is handy for checking if everything has been wiped out, or choosing a squad leader, etc. * * @method Phaser.Group#getFirstAlive * @return {Any} The first alive child, or null if none found. */ Phaser.Group.prototype.getFirstAlive = function () { return this.iterate('alive', true, Phaser.Group.RETURN_CHILD); }; /** * Call this function to retrieve the first object with alive === false in the group. * This is handy for checking if everything has been wiped out, or choosing a squad leader, etc. * * @method Phaser.Group#getFirstDead * @return {Any} The first dead child, or null if none found. */ Phaser.Group.prototype.getFirstDead = function () { return this.iterate('alive', false, Phaser.Group.RETURN_CHILD); }; /** * Returns the child at the top of this Group. The top is the one being displayed (rendered) above every other child. * * @method Phaser.Group#getTop * @return {Any} The child at the top of the Group. */ Phaser.Group.prototype.getTop = function () { if (this.children.length > 0) { return this.children[this.children.length - 1]; } }; /** * Returns the child at the bottom of this Group. The bottom is the one being displayed (rendered) below every other child. * * @method Phaser.Group#getBottom * @return {Any} The child at the bottom of the Group. */ Phaser.Group.prototype.getBottom = function () { if (this.children.length > 0) { return this.children[0]; } }; /** * Call this function to find out how many members of the group are alive. * * @method Phaser.Group#countLiving * @return {number} The number of children flagged as alive. */ Phaser.Group.prototype.countLiving = function () { return this.iterate('alive', true, Phaser.Group.RETURN_TOTAL); }; /** * Call this function to find out how many members of the group are dead. * * @method Phaser.Group#countDead * @return {number} The number of children flagged as dead. */ Phaser.Group.prototype.countDead = function () { return this.iterate('alive', false, Phaser.Group.RETURN_TOTAL); }; /** * Returns a member at random from the group. * * @method Phaser.Group#getRandom * @param {number} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array. * @param {number} length - Optional restriction on the number of values you want to randomly select from. * @return {Any} A random child of this Group. */ Phaser.Group.prototype.getRandom = function (startIndex, length) { if (this.children.length === 0) { return null; } startIndex = startIndex || 0; length = length || this.children.length; return this.game.math.getRandom(this.children, startIndex, length); }; /** * Removes the given child from this Group. This will dispatch an onRemovedFromGroup event from the child (if it has one), * reset the Group cursor and optionally destroy the child. * * @method Phaser.Group#remove * @param {Any} child - The child to remove. * @param {boolean} [destroy=false] - You can optionally call destroy on the child that was removed. * @param {boolean} [silent=false] - If the silent parameter is `true` the child will not dispatch the onRemovedFromGroup event. * @return {boolean} true if the child was removed from this Group, otherwise false. */ Phaser.Group.prototype.remove = function (child, destroy, silent) { if (typeof destroy === 'undefined') { destroy = false; } if (typeof silent === 'undefined') { silent = false; } if (this.children.length === 0 || this.children.indexOf(child) === -1) { return false; } if (!silent && child.events && !child.destroyPhase) { child.events.onRemovedFromGroup.dispatch(child, this); } var removed = this.removeChild(child); this.updateZ(); if (this.cursor === child) { this.next(); } if (destroy && removed) { removed.destroy(true); } return true; }; /** * Removes all children from this Group, setting the group properties of the children to `null`. * The Group container remains on the display list. * * @method Phaser.Group#removeAll * @param {boolean} [destroy=false] - You can optionally call destroy on each child that is removed. * @param {boolean} [silent=false] - If the silent parameter is `true` the children will not dispatch their onRemovedFromGroup events. */ Phaser.Group.prototype.removeAll = function (destroy, silent) { if (typeof destroy === 'undefined') { destroy = false; } if (typeof silent === 'undefined') { silent = false; } if (this.children.length === 0) { return; } do { if (!silent && this.children[0].events) { this.children[0].events.onRemovedFromGroup.dispatch(this.children[0], this); } var removed = this.removeChild(this.children[0]); if (destroy && removed) { removed.destroy(true); } } while (this.children.length > 0); this.cursor = null; }; /** * Removes all children from this Group whos index falls beteen the given startIndex and endIndex values. * * @method Phaser.Group#removeBetween * @param {number} startIndex - The index to start removing children from. * @param {number} [endIndex] - The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the Group. * @param {boolean} [destroy=false] - You can optionally call destroy on the child that was removed. * @param {boolean} [silent=false] - If the silent parameter is `true` the children will not dispatch their onRemovedFromGroup events. */ Phaser.Group.prototype.removeBetween = function (startIndex, endIndex, destroy, silent) { if (typeof endIndex === 'undefined') { endIndex = this.children.length; } if (typeof destroy === 'undefined') { destroy = false; } if (typeof silent === 'undefined') { silent = false; } if (this.children.length === 0) { return; } if (startIndex > endIndex || startIndex < 0 || endIndex > this.children.length) { return false; } var i = endIndex; while (i >= startIndex) { if (!silent && this.children[i].events) { this.children[i].events.onRemovedFromGroup.dispatch(this.children[i], this); } var removed = this.removeChild(this.children[i]); if (destroy && removed) { removed.destroy(true); } if (this.cursor === this.children[i]) { this.cursor = null; } i--; } this.updateZ(); }; /** * Destroys this Group. Removes all children, then removes the container from the display list and nulls references. * * @method Phaser.Group#destroy * @param {boolean} [destroyChildren=true] - Should every child of this Group have its destroy method called? * @param {boolean} [soft=false] - A 'soft destroy' (set to true) doesn't remove this Group from its parent or null the game reference. Set to false and it does. */ Phaser.Group.prototype.destroy = function (destroyChildren, soft) { if (this.game === null) { return; } if (typeof destroyChildren === 'undefined') { destroyChildren = true; } if (typeof soft === 'undefined') { soft = false; } this.removeAll(destroyChildren); this.cursor = null; this.filters = null; if (!soft) { if (this.parent) { this.parent.removeChild(this); } this.game = null; this.exists = false; } }; /** * @name Phaser.Group#total * @property {number} total - The total number of children in this Group who have a state of exists = true. * @readonly */ Object.defineProperty(Phaser.Group.prototype, "total", { get: function () { return this.iterate('exists', true, Phaser.Group.RETURN_TOTAL); } }); /** * @name Phaser.Group#length * @property {number} length - The total number of children in this Group, regardless of their exists/alive status. * @readonly */ Object.defineProperty(Phaser.Group.prototype, "length", { get: function () { return this.children.length; } }); /** * The angle of rotation of the Group container. This will adjust the Group container itself by modifying its rotation. * This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position. * @name Phaser.Group#angle * @property {number} angle - The angle of rotation given in degrees, where 0 degrees = to the right. */ Object.defineProperty(Phaser.Group.prototype, "angle", { get: function() { return Phaser.Math.radToDeg(this.rotation); }, set: function(value) { this.rotation = Phaser.Math.degToRad(value); } }); /** * A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset. * Note that the cameraOffset values are in addition to any parent in the display list. * So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x * * @name Phaser.Group#fixedToCamera * @property {boolean} fixedToCamera - Set to true to fix this Group to the Camera at its current world coordinates. */ Object.defineProperty(Phaser.Group.prototype, "fixedToCamera", { get: function () { return !!this._cache[7]; }, set: function (value) { if (value) { this._cache[7] = 1; this.cameraOffset.set(this.x, this.y); } else { this._cache[7] = 0; } } }); // Documentation stubs /** * The x coordinate of the Group container. You can adjust the Group container itself by modifying its coordinates. * This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position. * @name Phaser.Group#x * @property {number} x - The x coordinate of the Group container. */ /** * The y coordinate of the Group container. You can adjust the Group container itself by modifying its coordinates. * This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position. * @name Phaser.Group#y * @property {number} y - The y coordinate of the Group container. */ /** * The angle of rotation of the Group container. This will adjust the Group container itself by modifying its rotation. * This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position. * @name Phaser.Group#rotation * @property {number} rotation - The angle of rotation given in radians. */ /** * @name Phaser.Group#visible * @property {boolean} visible - The visible state of the Group. Non-visible Groups and all of their children are not rendered. */ /** * @name Phaser.Group#alpha * @property {number} alpha - The alpha value of the Group container. */