/// /** * Phaser - Group * * This class is used for organising, updating and sorting game objects. */ var Phaser; (function (Phaser) { var Group = (function () { function Group(game, maxSize) { if (typeof maxSize === "undefined") { maxSize = 0; } /** * Helper for sort. */ this._sortIndex = ''; /** * This keeps track of the z value of any game object added to this Group */ this._zCounter = 0; /** * The unique Group ID */ this.ID = -1; /** * The z value of this Group (within its parent Group, if any) */ this.z = -1; /** * The Group this Group is a child of (if any). */ this.group = null; /** * A boolean representing if the Group has been modified in any way via a scale, rotate, flip or skew. */ this.modified = false; this.game = game; this.type = Phaser.Types.GROUP; this.exists = true; this.visible = true; this.members = []; this.length = 0; this._maxSize = maxSize; this._marker = 0; this._sortIndex = null; this.ID = this.game.world.getNextGroupID(); this.transform = new Phaser.Components.TransformManager(this); this.texture = new Phaser.Display.Texture(this); this.texture.opaque = false; } /** * Gets the next z index value for children of this Group */ Group.prototype.getNextZIndex = function () { return this._zCounter++; }; /** * Override this function to handle any deleting or "shutdown" type operations you might need, * such as removing traditional children like Basic objects. */ Group.prototype.destroy = function () { if (this.members != null) { this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null) { this._member.destroy(); } } this.members.length = 0; } this._sortIndex = null; }; /** * Calls update on all members of this Group who have a status of active=true and exists=true * You can also call Object.update directly, which will bypass the active/exists check. */ Group.prototype.update = function () { if (this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) { this.modified = true; } this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null && this._member.exists && this._member.active) { this._member.preUpdate(); this._member.update(); } } }; /** * Calls update on all members of this Group who have a status of active=true and exists=true * You can also call Object.postUpdate directly, which will bypass the active/exists check. */ Group.prototype.postUpdate = function () { if (this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) { this.modified = false; } this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null && this._member.exists && this._member.active) { this._member.postUpdate(); } } }; /** * Calls render on all members of this Group who have a status of visible=true and exists=true * You can also call Object.render directly, which will bypass the visible/exists check. */ Group.prototype.render = function (camera) { if (camera.isHidden(this) == true) { return; } this.game.renderer.groupRenderer.preRender(camera, this); this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null && this._member.exists && this._member.visible && camera.isHidden(this._member) == false) { if (this._member.type == Phaser.Types.GROUP) { this._member.render(camera); } else { this.game.renderer.renderGameObject(camera, this._member); } } } this.game.renderer.groupRenderer.postRender(camera, this); }; /** * Calls render on all members of this Group regardless of their visible status and also ignores the camera blacklist. * Use this when the Group objects render to hidden canvases for example. */ Group.prototype.directRender = function (camera) { this.game.renderer.groupRenderer.preRender(camera, this); this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null && this._member.exists) { if (this._member.type == Phaser.Types.GROUP) { this._member.directRender(camera); } else { this.game.renderer.renderGameObject(this._member); } } } this.game.renderer.groupRenderer.postRender(camera, this); }; Object.defineProperty(Group.prototype, "maxSize", { get: /** * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow. */ function () { return this._maxSize; }, set: /** * @private */ function (size) { this._maxSize = size; if (this._marker >= this._maxSize) { this._marker = 0; } if (this._maxSize == 0 || this.members == null || (this._maxSize >= this.members.length)) { return; } //If the max size has shrunk, we need to get rid of some objects this._i = this._maxSize; this._length = this.members.length; while (this._i < this._length) { this._member = this.members[this._i++]; if (this._member != null) { this._member.destroy(); } } this.length = this.members.length = this._maxSize; }, enumerable: true, configurable: true }); /** * Adds a new Game Object to the group. * Group will try to replace a null member of the array first. * Failing that, Group will add it to the end of the member array, * assuming there is room for it, and doubling the size of the array if necessary. * *

WARNING: If the group has a maxSize that has already been met, * the object will NOT be added to the group!

* * @param {Basic} Object The object you want to add to the group. * @return {Basic} The same object that was passed in. */ Group.prototype.add = function (object) { if (object.group && (object.group.ID == this.ID || (object.type == Phaser.Types.GROUP && object.ID == this.ID))) { return object; } // First, look for a null entry where we can add the object. this._i = 0; this._length = this.members.length; while (this._i < this._length) { if (this.members[this._i] == null) { this.members[this._i] = object; this.setObjectIDs(object); if (this._i >= this.length) { this.length = this._i + 1; } return object; } this._i++; } if (this._maxSize > 0) { if (this.members.length >= this._maxSize) { return object; } else if (this.members.length * 2 <= this._maxSize) { this.members.length *= 2; } else { this.members.length = this._maxSize; } } else { this.members.length *= 2; } // If we made it this far, then we successfully grew the group, // and we can go ahead and add the object at the first open slot. this.members[this._i] = object; this.length = this._i + 1; this.setObjectIDs(object); return object; }; /** * Create a new Sprite within this Group at the specified position. * * @param x {number} X position of the new sprite. * @param y {number} Y position of the new sprite. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite * @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. * @returns {Sprite} The newly created sprite object. */ Group.prototype.addNewSprite = function (x, y, key, frame) { if (typeof key === "undefined") { key = ''; } if (typeof frame === "undefined") { frame = null; } return this.add(new Phaser.Sprite(this.game, x, y, key, frame)); }; /** * Sets all of the game object properties needed to exist within this Group. */ Group.prototype.setObjectIDs = function (object, zIndex) { if (typeof zIndex === "undefined") { zIndex = -1; } if (object.group !== null) { object.group.remove(object); } object.group = this; if (zIndex == -1) { zIndex = this.getNextZIndex(); } object.z = zIndex; if (object['events']) { object['events'].onAddedToGroup.dispatch(object, this, object.z); } }; /** * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them. * *

If you specified a maximum size for this group (like in Emitter), * then recycle will employ what we're calling "rotating" recycling. * Recycle() will first check to see if the group is at capacity yet. * If group is not yet at capacity, recycle() returns a new object. * If the group IS at capacity, then recycle() just returns the next object in line.

* *

If you did NOT specify a maximum size for this group, * then recycle() will employ what we're calling "grow-style" recycling. * Recycle() will return either the first object with exists == false, * or, finding none, add a new object to the array, * doubling the size of the array if necessary.

* *

WARNING: If this function needs to create a new object, * and no object class was provided, it will return null * instead of a valid object!

* * @param {class} ObjectClass The class type you want to recycle (e.g. Basic, EvilRobot, etc). Do NOT "new" the class in the parameter! * * @return {any} A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;). */ Group.prototype.recycle = function (objectClass) { if (typeof objectClass === "undefined") { objectClass = null; } if (this._maxSize > 0) { if (this.length < this._maxSize) { if (objectClass == null) { return null; } return this.add(new objectClass(this.game)); } else { this._member = this.members[this._marker++]; if (this._marker >= this._maxSize) { this._marker = 0; } return this._member; } } else { this._member = this.getFirstAvailable(objectClass); if (this._member != null) { return this._member; } if (objectClass == null) { return null; } return this.add(new objectClass(this.game)); } }; /** * Removes an object from the group. * * @param {Basic} object The Game Object you want to remove. * @param {boolean} splice Whether the object should be cut from the array entirely or not. * * @return {Basic} The removed object. */ Group.prototype.remove = function (object, splice) { if (typeof splice === "undefined") { splice = false; } //console.log('removing from group: ', object.name); this._i = this.members.indexOf(object); if (this._i < 0 || (this._i >= this.members.length)) { return null; } if (splice) { this.members.splice(this._i, 1); this.length--; } else { this.members[this._i] = null; } if (object['events']) { object['events'].onRemovedFromGroup.dispatch(object, this); } object.group = null; object.z = -1; return object; }; /** * Replaces an existing game object in this Group with a new one. * * @param {Basic} oldObject The object you want to replace. * @param {Basic} newObject The new object you want to use instead. * * @return {Basic} The new object. */ Group.prototype.replace = function (oldObject, newObject) { this._i = this.members.indexOf(oldObject); if (this._i < 0 || (this._i >= this.members.length)) { return null; } this.setObjectIDs(newObject, this.members[this._i].z); // Null the old object this.remove(this.members[this._i]); this.members[this._i] = newObject; return newObject; }; /** * Swaps two existing game object in this Group with each other. * * @param {Basic} child1 The first object to swap. * @param {Basic} child2 The second object to swap. * * @return {Basic} True if the two objects successfully swapped position. */ Group.prototype.swap = function (child1, child2, sort) { if (typeof sort === "undefined") { sort = true; } if (child1.group.ID != this.ID || child2.group.ID != this.ID || child1 === child2) { return false; } var tempZ = child1.z; child1.z = child2.z; child2.z = tempZ; if (sort) { this.sort(); } return true; }; Group.prototype.bringToTop = function (child) { //console.log('bringToTop', child.name,'current z', child.z); var oldZ = child.z; if (!child || child.group == null || child.group.ID != this.ID) { //console.log('If child not in this group, or is already at the top of the group, return false'); return false; } // Find out the largest z index var topZ = -1; for (var i = 0; i < this.length; i++) { if (this.members[i] && this.members[i].z > topZ) { topZ = this.members[i].z; } } if (child.z == topZ) { return false; } child.z = topZ + 1; // Sort them out based on the current z indexes this.sort(); for (var i = 0; i < this.length; i++) { if (this.members[i]) { this.members[i].z = i; } } //console.log('bringToTop', child.name, 'old z', oldZ, 'new z', child.z); return true; // What's the z index of the top most child? /* var childIndex: number = this._zCounter; console.log('childIndex', childIndex); this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member) { if (this._i > childIndex) { this._member.z--; } else if (this._member.z == child.z) { childIndex = this._i; this._member.z = this._zCounter; } } } console.log('child inserted at index', child.z); // Maybe redundant? this.sort(); return true; */ }; /** * Call this function to sort the group according to a particular value and order. * For example, to sort game objects for Zelda-style overlaps you might call * myGroup.sort("y",Group.ASCENDING) at the bottom of your * State.update() override. To sort all existing objects after * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING). * * @param {string} index The string name of the member variable you want to sort on. Default value is "z". * @param {number} order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. */ Group.prototype.sort = function (index, order) { if (typeof index === "undefined") { index = 'z'; } if (typeof order === "undefined") { order = Phaser.Types.SORT_ASCENDING; } var _this = this; this._sortIndex = index; this._sortOrder = order; this.members.sort(function (a, b) { return _this.sortHandler(a, b); }); }; /** * Helper function for the sort process. * * @param {Basic} Obj1 The first object being sorted. * @param {Basic} Obj2 The second object being sorted. * * @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). */ Group.prototype.sortHandler = function (obj1, obj2) { if (!obj1 || !obj2) { //console.log('null objects in sort', obj1, obj2); return 0; } if (obj1[this._sortIndex] < obj2[this._sortIndex]) { return this._sortOrder; } else if (obj1[this._sortIndex] > obj2[this._sortIndex]) { return -this._sortOrder; } return 0; }; /** * Go through and set the specified variable to the specified value on all members of the group. * * @param {string} VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor". * @param {Object} Value The value you want to assign to that variable. * @param {boolean} Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable. */ Group.prototype.setAll = function (variableName, value, recurse) { if (typeof recurse === "undefined") { recurse = true; } this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null) { if (recurse && this._member.type == Phaser.Types.GROUP) { this._member.setAll(variableName, value, recurse); } else { this._member[variableName] = value; } } } }; /** * Go through and call the specified function on all members of the group. * Currently only works on functions that have no required parameters. * * @param {string} FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()". * @param {boolean} Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function. */ Group.prototype.callAll = function (functionName, recurse) { if (typeof recurse === "undefined") { recurse = true; } this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null) { if (recurse && this._member.type == Phaser.Types.GROUP) { this._member.callAll(functionName, recurse); } else { this._member[functionName](); } } } }; /** * @param {function} callback * @param {boolean} recursive */ Group.prototype.forEach = function (callback, recursive) { if (typeof recursive === "undefined") { recursive = false; } this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null) { if (recursive && this._member.type == Phaser.Types.GROUP) { this._member.forEach(callback, true); } else { callback.call(this, this._member); } } } }; /** * @param {any} context * @param {function} callback * @param {boolean} recursive */ Group.prototype.forEachAlive = function (context, callback, recursive) { if (typeof recursive === "undefined") { recursive = false; } this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null && this._member.alive) { if (recursive && this._member.type == Phaser.Types.GROUP) { this._member.forEachAlive(context, callback, true); } else { callback.call(context, this._member); } } } }; /** * Call this function to retrieve the first object with exists == false in the group. * This is handy for recycling in general, e.g. respawning enemies. * * @param {any} [ObjectClass] An optional parameter that lets you narrow the results to instances of this particular class. * * @return {any} A Basic currently flagged as not existing. */ Group.prototype.getFirstAvailable = function (objectClass) { if (typeof objectClass === "undefined") { objectClass = null; } this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if ((this._member != null) && !this._member.exists && ((objectClass == null) || (typeof this._member === objectClass))) { return this._member; } } return null; }; /** * Call this function to retrieve the first index set to 'null'. * Returns -1 if no index stores a null object. * * @return {number} An int indicating the first null slot in the group. */ Group.prototype.getFirstNull = function () { this._i = 0; while (this._i < this.length) { if (this.members[this._i] == null) { return this._i; } else { this._i++; } } return -1; }; /** * Call this function to retrieve the first object with exists == true in the group. * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. * * @return {Basic} A Basic currently flagged as existing. */ Group.prototype.getFirstExtant = function () { this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null && this._member.exists) { return this._member; } } return null; }; /** * Call this function to retrieve the first object with dead == false in the group. * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. * * @return {Basic} A Basic currently flagged as not dead. */ Group.prototype.getFirstAlive = function () { this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if ((this._member != null) && this._member.exists && this._member.alive) { return this._member; } } return null; }; /** * Call this function to retrieve the first object with dead == true in the group. * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. * * @return {Basic} A Basic currently flagged as dead. */ Group.prototype.getFirstDead = function () { this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if ((this._member != null) && !this._member.alive) { return this._member; } } return null; }; /** * Call this function to find out how many members of the group are not dead. * * @return {number} The number of Basics flagged as not dead. Returns -1 if group is empty. */ Group.prototype.countLiving = function () { this._count = -1; this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null) { if (this._count < 0) { this._count = 0; } if (this._member.exists && this._member.alive) { this._count++; } } } return this._count; }; /** * Call this function to find out how many members of the group are dead. * * @return {number} The number of Basics flagged as dead. Returns -1 if group is empty. */ Group.prototype.countDead = function () { this._count = -1; this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if (this._member != null) { if (this._count < 0) { this._count = 0; } if (!this._member.alive) { this._count++; } } } return this._count; }; /** * Returns a member at random from the group. * * @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 {Basic} A Basic from the members list. */ Group.prototype.getRandom = function (startIndex, length) { if (typeof startIndex === "undefined") { startIndex = 0; } if (typeof length === "undefined") { length = 0; } if (length == 0) { length = this.length; } return this.game.math.getRandom(this.members, startIndex, length); }; /** * Remove all instances of Basic subclass (Basic, Block, etc) from the list. * WARNING: does not destroy() or kill() any of these objects! */ Group.prototype.clear = function () { this.length = this.members.length = 0; }; /** * Calls kill on the group's members and then on the group itself. */ Group.prototype.kill = function () { this._i = 0; while (this._i < this.length) { this._member = this.members[this._i++]; if ((this._member != null) && this._member.exists) { this._member.kill(); } } }; return Group; })(); Phaser.Group = Group; })(Phaser || (Phaser = {}));