/** * @author Richard Davey * @copyright 2022 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var PropertyValueSet = require('./PropertyValueSet'); /** * Takes an array of Game Objects, or any objects that have the public properties `originX` and `originY` * and then sets them to the given values. * * The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array. * * To use this with a Group: `SetOrigin(group.getChildren(), originX, originY, stepX, stepY)` * * @function Phaser.Actions.SetOrigin * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {number} originX - The amount to set the `originX` property to. * @param {number} [originY] - The amount to set the `originY` property to. If `undefined` or `null` it uses the `originX` value. * @param {number} [stepX=0] - This is added to the `originX` amount, multiplied by the iteration counter. * @param {number} [stepY=0] - This is added to the `originY` amount, multiplied by the iteration counter. * @param {number} [index=0] - An optional offset to start searching from within the items array. * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var SetOrigin = function (items, originX, originY, stepX, stepY, index, direction) { if (originY === undefined || originY === null) { originY = originX; } PropertyValueSet(items, 'originX', originX, stepX, index, direction); PropertyValueSet(items, 'originY', originY, stepY, index, direction); items.forEach(function (item) { item.updateDisplayOrigin(); }); return items; }; module.exports = SetOrigin;