/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 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, recycling and collision checks. * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any. * @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging. * @param {boolean} [useStage=false] - Should the DisplayObjectContainer this Group creates be added to the World (default, false) or direct to the Stage (true). */ Phaser.Group = function (game, parent, name, useStage) { if (typeof parent === 'undefined') { parent = game.world; } if (typeof useStage === 'undefined') { useStage = false; } /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {string} name - A name for this Group. Not used internally but useful for debugging. */ this.name = name || 'group'; if (useStage) { this._container = this.game.stage._stage; } else { this._container = new PIXI.DisplayObjectContainer(); this._container.name = this.name; if (parent) { if (parent instanceof Phaser.Group) { parent._container.addChild(this._container); parent._container.updateTransform(); } else { parent.addChild(this._container); parent.updateTransform(); } } else { this.game.stage._stage.addChild(this._container); this.game.stage._stage.updateTransform(); } } /** * @property {number} type - Internal Phaser Type value. * @protected */ this.type = Phaser.GROUP; /** * @property {boolean} exists - If exists is true the the Group is updated, otherwise it is skipped. * @default */ this.exists = true; /** * @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one. */ this.scale = new Phaser.Point(1, 1); /** * 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; }; /** * @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; Phaser.Group.prototype = { /** * 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.. * @return {*} The child that was added to the Group. */ add: function (child) { if (child.group !== this) { child.group = this; if (child.events) { child.events.onAddedToGroup.dispatch(child, this); } this._container.addChild(child); child.updateTransform(); 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. * @return {*} The child that was added to the Group. */ addAt: function (child, index) { if (child.group !== this) { child.group = this; if (child.events) { child.events.onAddedToGroup.dispatch(child, this); } this._container.addChildAt(child, index); child.updateTransform(); if (this.cursor === null) { this.cursor = child; } } return child; }, /** * Returns the child found at the given index within this Group. * * @method Phaser.Group#getAt * @memberof Phaser.Group * @param {number} index - The index to return the child from. * @return {*} The child that was found at the given index. */ getAt: function (index) { return this._container.getChildAt(index); }, /** * Automatically creates a new Phaser.Sprite object and adds it to the top of this Group. * Useful if you don't need to create the Sprite instances before-hand. * * @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} The child that was created. */ create: function (x, y, key, frame, exists) { if (typeof exists == 'undefined') { exists = true; } var child = new Phaser.Sprite(this.game, x, y, key, frame); child.group = this; child.exists = exists; child.visible = exists; child.alive = exists; if (child.events) { child.events.onAddedToGroup.dispatch(child, this); } this._container.addChild(child); child.updateTransform(); 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) * * @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. */ createMultiple: function (quantity, key, frame, exists) { if (typeof exists == 'undefined') { exists = false; } for (var i = 0; i < quantity; i++) { var child = new Phaser.Sprite(this.game, 0, 0, key, frame); child.group = this; child.exists = exists; child.visible = exists; child.alive = exists; if (child.events) { child.events.onAddedToGroup.dispatch(child, this); } this._container.addChild(child); child.updateTransform(); if (this.cursor === null) { this.cursor = child; } } }, /** * 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 */ next: function () { if (this.cursor) { // Wrap the cursor? if (this.cursor == this._container.last) { this.cursor = this._container._iNext; } else { this.cursor = this.cursor._iNext; } } }, /** * 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 */ previous: function () { if (this.cursor) { // Wrap the cursor? if (this.cursor == this._container._iNext) { this.cursor = this._container.last; } else { this.cursor = this.cursor._iPrev; } } }, childTest: function (prefix, child) { var s = prefix + ' next: '; if (child._iNext) { s = s + child._iNext.name; } else { s = s + '-null-'; } s = s + ' ' + prefix + ' prev: '; if (child._iPrev) { s = s + child._iPrev.name; } else { s = s + '-null-'; } console.log(s); }, swapIndex: function (index1, index2) { var child1 = this.getAt(index1); var child2 = this.getAt(index2); console.log('swapIndex ', index1, ' with ', index2); this.swap(child1, child2); }, /** * 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. * @return {boolean} True if the swap was successful, otherwise false. */ swap: function (child1, child2) { if (child1 === child2 || !child1.parent || !child2.parent || child1.group !== this || child2.group !== this) { return false; } // Cache the values var child1Prev = child1._iPrev; var child1Next = child1._iNext; var child2Prev = child2._iPrev; var child2Next = child2._iNext; var endNode = this._container.last._iNext; var currentNode = this.game.stage._stage; do { if (currentNode !== child1 && currentNode !== child2) { if (currentNode.first === child1) { currentNode.first = child2; } else if (currentNode.first === child2) { currentNode.first = child1; } if (currentNode.last === child1) { currentNode.last = child2; } else if (currentNode.last === child2) { currentNode.last = child1; } } currentNode = currentNode._iNext; } while (currentNode != endNode) if (child1._iNext == child2) { // This is a downward (A to B) neighbour swap child1._iNext = child2Next; child1._iPrev = child2; child2._iNext = child1; child2._iPrev = child1Prev; if (child1Prev) { child1Prev._iNext = child2; } if (child2Next) { child2Next._iPrev = child1; } if (child1.__renderGroup) { child1.__renderGroup.updateTexture(child1); } if (child2.__renderGroup) { child2.__renderGroup.updateTexture(child2); } return true; } else if (child2._iNext == child1) { // This is an upward (B to A) neighbour swap child1._iNext = child2; child1._iPrev = child2Prev; child2._iNext = child1Next; child2._iPrev = child1; if (child2Prev) { child2Prev._iNext = child1; } if (child1Next) { child1Next._iPrev = child2; } if (child1.__renderGroup) { child1.__renderGroup.updateTexture(child1); } if (child2.__renderGroup) { child2.__renderGroup.updateTexture(child2); } return true; } else { // Children are far apart child1._iNext = child2Next; child1._iPrev = child2Prev; child2._iNext = child1Next; child2._iPrev = child1Prev; if (child1Prev) { child1Prev._iNext = child2; } if (child1Next) { child1Next._iPrev = child2; } if (child2Prev) { child2Prev._iNext = child1; } if (child2Next) { child2Next._iPrev = child1; } if (child1.__renderGroup) { child1.__renderGroup.updateTexture(child1); } if (child2.__renderGroup) { child2.__renderGroup.updateTexture(child2); } return true; } return false; }, /** * 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. */ bringToTop: function (child) { if (child.group === this) { this.remove(child); this.add(child); } return child; }, /** * Get the index position of the given child in this Group. * * @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. */ getIndex: function (child) { return this._container.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. */ replace: function (oldChild, newChild) { if (!this._container.first._iNext) { return; } var index = this.getIndex(oldChild); if (index != -1) { if (newChild.parent != undefined) { newChild.events.onRemovedFromGroup.dispatch(newChild, this); newChild.parent.removeChild(newChild); } this._container.removeChild(oldChild); this._container.addChildAt(newChild, index); newChild.events.onAddedToGroup.dispatch(newChild, this); newChild.updateTransform(); if (this.cursor == oldChild) { this.cursor = this._container._iNext; } } }, /** * Sets the given property to the given value on the child. The operation controls the assignment of the 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. */ setProperty: function (child, key, value, operation) { operation = operation || 0; // As ugly as this approach looks, and although it's limited to a depth of only 4, it's extremely fast. // Much faster than a for loop or object iteration. There are no checks, so if the key isn't valid then it'll fail // but as you are likely to call this from inner loops that have to perform well, I'll take that trade off. // 0 = Equals // 1 = Add // 2 = Subtract // 3 = Multiply // 4 = Divide 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; } } else { // TODO - Deep property scane } }, /** * This function allows you to quickly set the same property across all children 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#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. * @param {boolean} [checkVisible=false] - If set then only children with visible=true will be updated. * @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. */ setAll: function (key, value, checkAlive, checkVisible, operation) { key = key.split('.'); if (typeof checkAlive === 'undefined') { checkAlive = false; } if (typeof checkVisible === 'undefined') { checkVisible = false; } operation = operation || 0; if (this._container.children.length > 0 && this._container.first._iNext) { var currentNode = this._container.first._iNext; do { if ((checkAlive == false || (checkAlive && currentNode.alive)) && (checkVisible == false || (checkVisible && currentNode.visible))) { this.setProperty(currentNode, key, value, operation); } currentNode = currentNode._iNext; } while (currentNode != this._container.last._iNext) } }, /** * 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. */ 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. */ 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. */ 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. */ 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. */ callAllExists: function (callback, existsValue) { var args = Array.prototype.splice.call(arguments, 2); if (this._container.children.length > 0 && this._container.first._iNext) { var currentNode = this._container.first._iNext; do { if (currentNode.exists == existsValue && currentNode[callback]) { currentNode[callback].apply(currentNode, args); } currentNode = currentNode._iNext; } while (currentNode != this._container.last._iNext) } }, /** * Calls a function on all of the children that have exists=true in this Group. * * @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 */ 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=''] - A string containing the context under which the method will be executed. Leave to '' to default to the child. * @param {...*} parameter - Additional parameters that will be passed to the method. */ 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; } 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; if (this._container.children.length > 0 && this._container.first._iNext) { var child = this._container.first._iNext; do { callback = this.callbackFromArray(child, method, methodLength); if (context && callback) { callbackContext = this.callbackFromArray(child, context, contextLength); if (callback) { callback.apply(callbackContext, args); } } else if (callback) { callback.apply(child, args); } child = child._iNext; } while (child != this._container.last._iNext) } }, /** * 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) * * @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 - If set only children with exists=true will be passed to the callback, otherwise all children will be passed. */ forEach: function (callback, callbackContext, checkExists) { if (typeof checkExists === 'undefined') { checkExists = false; } var args = Array.prototype.splice.call(arguments, 3); args.unshift(null); if (this._container.children.length > 0 && this._container.first._iNext) { var currentNode = this._container.first._iNext; do { if (checkExists == false || (checkExists && currentNode.exists)) { args[0] = currentNode; callback.apply(callbackContext, args); } currentNode = currentNode._iNext; } while (currentNode != this._container.last._iNext); } }, /** * 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'). */ 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'). */ 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'). */ 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='y'] - The `string` name of the property you want to sort on. * @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. */ sort: function (index, order) { if (typeof index === 'undefined') { index = 'y'; } if (typeof order === 'undefined') { order = Phaser.Group.SORT_ASCENDING; } var swapped; var temp; do { swapped = false; for (var i = 0, len = this._container.children.length - 1; i < len; i++) { if (order == Phaser.Group.SORT_ASCENDING) { if (this._container.children[i][index] > this._container.children[i + 1][index]) { this.swap(this.getAt(i), this.getAt(i + 1)); temp = this._container.children[i]; this._container.children[i] = this._container.children[i + 1]; this._container.children[i + 1] = temp; swapped = true; } } else { if (this._container.children[i][index] < this._container.children[i + 1][index]) { this.swap(this.getAt(i), this.getAt(i + 1)); temp = this._container.children[i]; this._container.children[i] = this._container.children[i + 1]; this._container.children[i + 1] = temp; swapped = true; } } } } while (swapped); }, /** * 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'). */ iterate: function (key, value, returnType, callback, callbackContext, args) { if (returnType == Phaser.Group.RETURN_TOTAL && this._container.children.length == 0) { return -1; } if (typeof callback === 'undefined') { callback = false; } var total = 0; if (this._container.children.length > 0 && this._container.first._iNext) { var currentNode = this._container.first._iNext; do { if (currentNode[key] === value) { total++; if (callback) { args[0] = currentNode; callback.apply(callbackContext, args); } if (returnType == Phaser.Group.RETURN_CHILD) { return currentNode; } } currentNode = currentNode._iNext; } while (currentNode != this._container.last._iNext); } 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. */ 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. */ 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. */ getFirstDead: function () { return this.iterate('alive', false, Phaser.Group.RETURN_CHILD); }, /** * 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. Returns -1 if Group is empty. */ 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. Returns -1 if Group is empty. */ 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. */ getRandom: function (startIndex, length) { if (this._container.children.length == 0) { return null; } startIndex = startIndex || 0; length = length || this._container.children.length; return this.game.math.getRandom(this._container.children, startIndex, length); }, /** * Removes the given child from this Group and sets its group property to null. * * @method Phaser.Group#remove * @param {Any} child - The child to remove. */ remove: function (child) { if (child.events) { child.events.onRemovedFromGroup.dispatch(child, this); } this._container.removeChild(child); if (this.cursor == child) { if (this._container._iNext) { this.cursor = this._container._iNext; } else { this.cursor = null; } } child.group = null; }, /** * Removes all children from this Group, setting all group properties to null. * The Group container remains on the display list. * * @method Phaser.Group#removeAll */ removeAll: function () { if (this._container.children.length == 0) { return; } do { if (this._container.children[0].events) { this._container.children[0].events.onRemovedFromGroup.dispatch(this._container.children[0], this); } this._container.removeChild(this._container.children[0]); } while (this._container.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 from. Must be higher than startIndex and less than the length of the Group. */ removeBetween: function (startIndex, endIndex) { if (this._container.children.length == 0) { return; } if (startIndex > endIndex || startIndex < 0 || endIndex > this._container.children.length) { return false; } for (var i = startIndex; i < endIndex; i++) { var child = this._container.children[i]; child.events.onRemovedFromGroup.dispatch(child, this); this._container.removeChild(child); if (this.cursor == child) { if (this._container._iNext) { this.cursor = this._container._iNext; } else { this.cursor = null; } } } }, /** * Destroys this Group. Removes all children, then removes the container from the display list and nulls references. * * @method Phaser.Group#destroy */ destroy: function () { this.removeAll(); this._container.parent.removeChild(this._container); this._container = null; this.game = null; this.exists = false; this.cursor = null; }, validate: function () { var testObject = this.game.stage._stage.last._iNext; var displayObject = this.game.stage._stage; var nextObject = null; var prevObject = null; var count = 0; do { if (count > 0) { // check next if (displayObject !== nextObject) { console.log('check next fail'); return false; } // check previous if (displayObject._iPrev !== prevObject) { console.log('check previous fail'); return false; } } // Set the next object nextObject = displayObject._iNext; prevObject = displayObject; displayObject = displayObject._iNext; count++; } while(displayObject != testObject) return true; }, /** * Dumps out a list of Group children and their index positions to the browser console. Useful for group debugging. * * @method Phaser.Group#dump * @param {boolean} [full=false] - If full the dump will include the entire display list, start from the Stage. Otherwise it will only include this container. */ dump: function (full) { if (typeof full == 'undefined') { full = false; } var spacing = 20; var output = "\n" + Phaser.Utils.pad('Node', spacing) + "|" + Phaser.Utils.pad('Next', spacing) + "|" + Phaser.Utils.pad('Previous', spacing) + "|" + Phaser.Utils.pad('First', spacing) + "|" + Phaser.Utils.pad('Last', spacing); console.log(output); var output = Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing); console.log(output); if (full) { var testObject = this.game.stage._stage.last._iNext; var displayObject = this.game.stage._stage; } else { var testObject = this._container.last._iNext; var displayObject = this._container; } do { var name = displayObject.name || '*'; if (this.cursor == displayObject) { var name = '> ' + name; } var nameNext = '-'; var namePrev = '-'; var nameFirst = '-'; var nameLast = '-'; if (displayObject._iNext) { nameNext = displayObject._iNext.name; } if (displayObject._iPrev) { namePrev = displayObject._iPrev.name; } if (displayObject.first) { nameFirst = displayObject.first.name; } if (displayObject.last) { nameLast = displayObject.last.name; } if (typeof nameNext === 'undefined') { nameNext = '-'; } if (typeof namePrev === 'undefined') { namePrev = '-'; } if (typeof nameFirst === 'undefined') { nameFirst = '-'; } if (typeof nameLast === 'undefined') { nameLast = '-'; } var output = Phaser.Utils.pad(name, spacing) + "|" + Phaser.Utils.pad(nameNext, spacing) + "|" + Phaser.Utils.pad(namePrev, spacing) + "|" + Phaser.Utils.pad(nameFirst, spacing) + "|" + Phaser.Utils.pad(nameLast, spacing); console.log(output); displayObject = displayObject._iNext; } while(displayObject != testObject) } }; /** * @name Phaser.Group#total * @property {number} total - The total number of children in this Group, regardless of their alive state. * @readonly */ Object.defineProperty(Phaser.Group.prototype, "total", { get: function () { return this.iterate('exists', true, Phaser.Group.RETURN_TOTAL); // return this._container.children.length; } }); /** * @name Phaser.Group#length * @property {number} length - The number of children in this Group. * @readonly */ Object.defineProperty(Phaser.Group.prototype, "length", { get: function () { return this.iterate('exists', true, Phaser.Group.RETURN_TOTAL); // return this._container.children.length; } }); /** * 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. */ Object.defineProperty(Phaser.Group.prototype, "x", { get: function () { return this._container.position.x; }, set: function (value) { this._container.position.x = value; } }); /** * 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. */ Object.defineProperty(Phaser.Group.prototype, "y", { get: function () { return this._container.position.y; }, set: function (value) { this._container.position.y = value; } }); /** * 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._container.rotation); }, set: function(value) { this._container.rotation = Phaser.Math.degToRad(value); } }); /** * 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. */ Object.defineProperty(Phaser.Group.prototype, "rotation", { get: function () { return this._container.rotation; }, set: function (value) { this._container.rotation = value; } }); /** * @name Phaser.Group#visible * @property {boolean} visible - The visible state of the Group. Non-visible Groups and all of their children are not rendered. */ Object.defineProperty(Phaser.Group.prototype, "visible", { get: function () { return this._container.visible; }, set: function (value) { this._container.visible = value; } }); /** * @name Phaser.Group#alpha * @property {number} alpha - The alpha value of the Group container. */ Object.defineProperty(Phaser.Group.prototype, "alpha", { get: function () { return this._container.alpha; }, set: function (value) { this._container.alpha = value; } });