phaser/TS Source/core/Group.js
2013-08-28 07:02:57 +01:00

731 lines
31 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* 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 bool 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.active = true;
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;
}
Group.prototype.getNextZIndex = /**
* Gets the next z index value for children of this Group
*/
function () {
return this._zCounter++;
};
Group.prototype.destroy = /**
* Override this function to handle any deleting or "shutdown" type operations you might need,
* such as removing traditional children like Basic objects.
*/
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;
};
Group.prototype.update = /**
* 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.
*/
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) {
if(this._member.type != Phaser.Types.GROUP) {
this._member.preUpdate();
}
this._member.update();
}
}
};
Group.prototype.postUpdate = /**
* 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.
*/
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();
}
}
};
Group.prototype.render = /**
* 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.
*/
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);
};
Group.prototype.directRender = /**
* 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.
*/
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
});
Group.prototype.add = /**
* 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.
*
* <p>WARNING: If the group has a maxSize that has already been met,
* the object will NOT be added to the group!</p>
*
* @param {Basic} Object The object you want to add to the group.
* @return {Basic} The same object that was passed in.
*/
function (object) {
// 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 == 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++;
}
// 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;
};
Group.prototype.addNewSprite = /**
* 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.
*/
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));
};
Group.prototype.setObjectIDs = /**
* Sets all of the game object properties needed to exist within this Group.
*/
function (object, zIndex) {
if (typeof zIndex === "undefined") { zIndex = -1; }
// If the object is already in another Group, inform that Group it has left
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);
}
};
Group.prototype.recycle = /**
* Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
*
* <p>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.</p>
*
* <p>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.</p>
*
* <p>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!</p>
*
* @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;).
*/
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));
}
};
Group.prototype.remove = /**
* 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.
*/
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;
}
//console.log('nulled');
if(object['events']) {
object['events'].onRemovedFromGroup.dispatch(object, this);
}
object.group = null;
object.z = -1;
return object;
};
Group.prototype.replace = /**
* 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.
*/
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;
};
Group.prototype.swap = /**
* 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.
*/
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 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 = -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;
*/
};
Group.prototype.sort = /**
* 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
* <code>myGroup.sort("y",Group.ASCENDING)</code> at the bottom of your
* <code>State.update()</code> override. To sort all existing objects after
* a big explosion or bomb attack, you might call <code>myGroup.sort("exists",Group.DESCENDING)</code>.
*
* @param {string} index The <code>string</code> name of the member variable you want to sort on. Default value is "z".
* @param {number} order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
*/
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);
});
};
Group.prototype.sortHandler = /**
* 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).
*/
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;
};
Group.prototype.setAll = /**
* 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 <code>setAll()</code> encounters a member that is a group, it will call <code>setAll()</code> on that group rather than modifying its variable.
*/
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;
}
}
}
};
Group.prototype.callAll = /**
* 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 <code>callAll()</code> encounters a member that is a group, it will call <code>callAll()</code> on that group rather than calling the group's function.
*/
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]();
}
}
}
};
Group.prototype.forEach = /**
* @param {function} callback
* @param {bool} recursive
*/
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);
}
}
}
};
Group.prototype.forEachAlive = /**
* @param {any} context
* @param {function} callback
* @param {bool} recursive
*/
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);
}
}
}
};
Group.prototype.getFirstAvailable = /**
* 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 <code>Basic</code> currently flagged as not existing.
*/
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;
};
Group.prototype.getFirstNull = /**
* Call this function to retrieve the first index set to 'null'.
* Returns -1 if no index stores a null object.
*
* @return {number} An <code>int</code> indicating the first null slot in the group.
*/
function () {
this._i = 0;
while(this._i < this.length) {
if(this.members[this._i] == null) {
return this._i;
} else {
this._i++;
}
}
return -1;
};
Group.prototype.getFirstExtant = /**
* 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 <code>Basic</code> currently flagged as existing.
*/
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;
};
Group.prototype.getFirstAlive = /**
* 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 <code>Basic</code> currently flagged as not dead.
*/
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;
};
Group.prototype.getFirstDead = /**
* 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 <code>Basic</code> currently flagged as dead.
*/
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;
};
Group.prototype.countLiving = /**
* Call this function to find out how many members of the group are not dead.
*
* @return {number} The number of <code>Basic</code>s flagged as not dead. Returns -1 if group is empty.
*/
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;
};
Group.prototype.countDead = /**
* Call this function to find out how many members of the group are dead.
*
* @return {number} The number of <code>Basic</code>s flagged as dead. Returns -1 if group is empty.
*/
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;
};
Group.prototype.getRandom = /**
* 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 <code>Basic</code> from the members list.
*/
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);
};
Group.prototype.clear = /**
* Remove all instances of <code>Basic</code> subclass (Basic, Block, etc) from the list.
* WARNING: does not destroy() or kill() any of these objects!
*/
function () {
this.length = this.members.length = 0;
};
Group.prototype.kill = /**
* Calls kill on the group's members and then on the group itself.
*/
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 = {}));