/// Emitter
.
*/
private _marker: number;
/**
* Helper for sort.
*/
private _sortIndex: string = '';
/**
* Helper for sort.
*/
private _sortOrder: number;
/**
* Temp vars to help avoid gc spikes
*/
private _member;
private _length: number;
private _i: number;
private _prevAlpha: number;
private _count: number;
/**
* This keeps track of the z value of any game object added to this Group
*/
private _zCounter: number = 0;
/**
* Reference to the main game object
*/
public game: Phaser.Game;
/**
* The type of game object.
*/
public type: number;
/**
* The unique Group ID
*/
public ID: number = -1;
/**
* The z value of this Group (within its parent Group, if any)
*/
public z: number = -1;
/**
* The Group this Group is a child of (if any).
*/
public group: Phaser.Group = null;
/**
* Optional texture used in the background of the Camera.
*/
public texture: Phaser.Display.Texture;
/**
* The transform component.
* WTF TypeScript, thank you very much for wasting a day of my time debugging just to find out setting the type barfs
*/
//public transform: Phaser.Components.TransformManager;
public transform;
/**
* A bool representing if the Group has been modified in any way via a scale, rotate, flip or skew.
*/
public modified: bool = false;
/**
* If this Group exists or not. Can be set to false to skip certain loop checks.
*/
public exists: bool;
/**
* If this Group exists or not. Can be set to false to skip certain loop checks.
*/
public active: bool;
/**
* Controls if this Group (and all of its contents) are rendered or skipped during the core game loop.
*/
public visible: bool;
/**
* Array of all the objects that exist in this group.
*/
public members;
/**
* The number of entries in the members array.
* For performance and safety you should check this variable
* instead of members.length unless you really know what you're doing!
*/
public length: number;
/**
* Gets the next z index value for children of this Group
*/
public getNextZIndex(): number {
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.
*/
public destroy() {
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.
*/
public update() {
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)
{
if (this._member.type != Phaser.Types.GROUP)
{
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.
*/
public postUpdate() {
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.
*/
public render(camera: Phaser.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 == 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.
*/
public directRender(camera: Phaser.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 == Types.GROUP)
{
this._member.directRender(camera);
}
else
{
this.game.renderer.renderGameObject(this._member);
}
}
}
this.game.renderer.groupRenderer.postRender(camera, this);
}
/**
* The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
*/
public get maxSize(): number {
return this._maxSize;
}
/**
* @private
*/
public set maxSize(size: number) {
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;
}
/**
* 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. */ public add(object): any { // Is this object already in another Group? // You can't add a Group to itself or an object to the same Group twice if (object.group && (object.group.ID == this.ID || (object.type == 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++; } // Failing that, expand the array (if we can) and add the object. 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. */ public addNewSprite(x: number, y: number, key: string = '', frame = null): Phaser.Sprite { returnIf 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;). */ public recycle(objectClass = null): any { 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 {bool} splice Whether the object should be cut from the array entirely or not. * * @return {Basic} The removed object. */ public remove(object, splice: bool = false): any { //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; } //console.log('nulled'); 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. */ public replace(oldObject, newObject): any { 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. */ public swap(child1, child2, sort: bool = true): bool { if (child1.group.ID != this.ID || child2.group.ID != this.ID || child1 === child2) { return false; } var tempZ: number = child1.z; child1.z = child2.z; child2.z = tempZ; if (sort) { this.sort(); } return true; } public bringToTop(child): bool { //console.log('bringToTop', child.name,'current z', child.z); var oldZ = child.z; // If child not in this group, or is already at the top of the group, return false //if (!child || child.group == null || child.group.ID != this.ID || child.z == this._zCounter) 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: number = -1; for (var i = 0; i < this.length; i++) { if (this.members[i] && this.members[i].z > topZ) { topZ = this.members[i].z; } } // Child is already at the top if (child.z == topZ) { return false; } child.z = topZ + 1; // Sort them out based on the current z indexes this.sort(); // Now tidy-up the z indexes, removing gaps, etc 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
.
*/
public sort(index: string = 'z', order: number = Phaser.Types.SORT_ASCENDING) {
this._sortIndex = index;
this._sortOrder = order;
this.members.sort((a, b) => 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).
*/
public sortHandler(obj1, obj2): number {
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 {bool} 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.
*/
public setAll(variableName: string, value: Object, recurse: bool = 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 {bool} 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.
*/
public callAll(functionName: string, recurse: bool = 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 {bool} recursive
*/
public forEach(callback, recursive: bool = 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 {bool} recursive
*/
public forEachAlive(context, callback, recursive: bool = 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.
*/
public getFirstAvailable(objectClass = null): any {
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.
*/
public getFirstNull(): number {
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.
*/
public getFirstExtant(): any {
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.
*/
public getFirstAlive(): any {
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.
*/
public getFirstDead(): any {
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 Basic
s flagged as not dead. Returns -1 if group is empty.
*/
public countLiving(): number {
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 Basic
s flagged as dead. Returns -1 if group is empty.
*/
public countDead(): number {
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.
*/
public getRandom(startIndex: number = 0, length: number = 0): any {
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!
*/
public clear() {
this.length = this.members.length = 0;
}
/**
* Calls kill on the group's members and then on the group itself.
*/
public kill() {
this._i = 0;
while (this._i < this.length)
{
this._member = this.members[this._i++];
if ((this._member != null) && this._member.exists)
{
this._member.kill();
}
}
}
}
}