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2195 lines
62 KiB
HTML
2195 lines
62 KiB
HTML
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<title>Phaser Source: core/Group.js</title>
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<div id="main">
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<h1 class="page-title">Source: core/Group.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser Group constructor.
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* @class Phaser.Group
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* @classdesc A Group is a container for display objects that allows for fast pooling and object recycling. Groups can be nested within other Groups and have their own local transforms.
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Phaser.Group|Phaser.Sprite|null} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If undefined it will use game.world. If null it won't be added to anything.
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* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
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* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
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* @param {boolean} [enableBody=false] - If true all Sprites created with `Group.create` or `Group.createMulitple` will have a physics body created on them. Change the body type with physicsBodyType.
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* @param {number} [physicsBodyType=0] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.
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*/
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Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBodyType) {
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if (typeof addToStage === 'undefined') { addToStage = false; }
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if (typeof enableBody === 'undefined') { enableBody = false; }
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if (typeof physicsBodyType === 'undefined') { physicsBodyType = Phaser.Physics.ARCADE; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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if (typeof parent === 'undefined')
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{
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parent = game.world;
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}
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/**
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* @property {string} name - A name for this Group. Not used internally but useful for debugging.
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*/
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this.name = name || 'group';
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PIXI.DisplayObjectContainer.call(this);
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if (addToStage)
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{
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this.game.stage.addChild(this);
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}
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else
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{
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if (parent)
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{
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parent.addChild(this);
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}
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}
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/**
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* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
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*/
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this.z = 0;
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/**
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* @property {number} type - Internal Phaser Type value.
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* @protected
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*/
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this.type = Phaser.GROUP;
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/**
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* @property {boolean} alive - The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive.
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* @default
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*/
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this.alive = true;
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/**
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* @property {boolean} exists - If exists is true the Group is updated, otherwise it is skipped.
|
|
* @default
|
|
*/
|
|
this.exists = true;
|
|
|
|
/**
|
|
* @property {Phaser.Group|Phaser.Sprite} parent - The parent of this Group.
|
|
*/
|
|
|
|
/**
|
|
* @property {Phaser.Point} scale - The scale of the Group container.
|
|
*/
|
|
this.scale = new Phaser.Point(1, 1);
|
|
|
|
/**
|
|
* @property {Phaser.Point} pivot - The pivot point of the Group container.
|
|
*/
|
|
|
|
/**
|
|
* 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;
|
|
|
|
/**
|
|
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
|
|
*/
|
|
this.cameraOffset = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {boolean} enableBody - If true all Sprites created by, or added to this Group, will have a physics body enabled on them. Change the body type with `Group.physicsBodyType`.
|
|
* @default
|
|
*/
|
|
this.enableBody = enableBody;
|
|
|
|
/**
|
|
* @property {boolean} enableBodyDebug - If true when a physics body is created (via Group.enableBody) it will create a physics debug object as well. Only works for P2 bodies.
|
|
*/
|
|
this.enableBodyDebug = false;
|
|
|
|
/**
|
|
* @property {number} physicsBodyType - If Group.enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.
|
|
*/
|
|
this.physicsBodyType = physicsBodyType;
|
|
|
|
/**
|
|
* @property {string} _sortProperty - The property on which children are sorted.
|
|
* @private
|
|
*/
|
|
this._sortProperty = 'z';
|
|
|
|
/**
|
|
* A small internal cache:
|
|
* 0 = previous position.x
|
|
* 1 = previous position.y
|
|
* 2 = previous rotation
|
|
* 3 = renderID
|
|
* 4 = fresh? (0 = no, 1 = yes)
|
|
* 5 = outOfBoundsFired (0 = no, 1 = yes)
|
|
* 6 = exists (0 = no, 1 = yes)
|
|
* 7 = fixed to camera (0 = no, 1 = yes)
|
|
* 8 = cursor index
|
|
* 9 = sort order
|
|
* @property {Array} _cache
|
|
* @private
|
|
*/
|
|
this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0, 0 ];
|
|
|
|
};
|
|
|
|
Phaser.Group.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
Phaser.Group.prototype.constructor = Phaser.Group;
|
|
|
|
/**
|
|
* @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;
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
Phaser.Group.prototype.add = function (child) {
|
|
|
|
if (child.parent !== this)
|
|
{
|
|
if (this.enableBody)
|
|
{
|
|
this.game.physics.enable(child, this.physicsBodyType);
|
|
}
|
|
|
|
this.addChild(child);
|
|
|
|
child.z = this.children.length;
|
|
|
|
if (child.events)
|
|
{
|
|
child.events.onAddedToGroup.dispatch(child, this);
|
|
}
|
|
|
|
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.
|
|
*/
|
|
Phaser.Group.prototype.addAt = function (child, index) {
|
|
|
|
if (child.parent !== this)
|
|
{
|
|
if (this.enableBody)
|
|
{
|
|
this.game.physics.enable(child, this.physicsBodyType);
|
|
}
|
|
|
|
this.addChildAt(child, index);
|
|
|
|
this.updateZ();
|
|
|
|
if (child.events)
|
|
{
|
|
child.events.onAddedToGroup.dispatch(child, this);
|
|
}
|
|
|
|
if (this.cursor === null)
|
|
{
|
|
this.cursor = child;
|
|
}
|
|
}
|
|
|
|
return child;
|
|
|
|
}
|
|
|
|
/**
|
|
* Returns the child found at the given index within this Group.
|
|
*
|
|
* @method Phaser.Group#getAt
|
|
* @param {number} index - The index to return the child from.
|
|
* @return {*} The child that was found at the given index. If the index was out of bounds then this will return -1.
|
|
*/
|
|
Phaser.Group.prototype.getAt = function (index) {
|
|
|
|
if (index < 0 || index >= this.children.length)
|
|
{
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
return this.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.
|
|
*/
|
|
Phaser.Group.prototype.create = function (x, y, key, frame, exists) {
|
|
|
|
if (typeof exists === 'undefined') { exists = true; }
|
|
|
|
var child = new Phaser.Sprite(this.game, x, y, key, frame);
|
|
|
|
if (this.enableBody)
|
|
{
|
|
this.game.physics.enable(child, this.physicsBodyType);
|
|
}
|
|
|
|
child.exists = exists;
|
|
child.visible = exists;
|
|
child.alive = exists;
|
|
|
|
this.addChild(child);
|
|
|
|
child.z = this.children.length;
|
|
|
|
if (child.events)
|
|
{
|
|
child.events.onAddedToGroup.dispatch(child, this);
|
|
}
|
|
|
|
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.
|
|
*/
|
|
Phaser.Group.prototype.createMultiple = function (quantity, key, frame, exists) {
|
|
|
|
if (typeof exists === 'undefined') { exists = false; }
|
|
|
|
for (var i = 0; i < quantity; i++)
|
|
{
|
|
this.create(0, 0, key, frame, exists);
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Internal method that re-applies all of the childrens Z values.
|
|
*
|
|
* @method Phaser.Group#updateZ
|
|
* @protected
|
|
*/
|
|
Phaser.Group.prototype.updateZ = function () {
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.children[i].z = i;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
Phaser.Group.prototype.next = function () {
|
|
|
|
if (this.cursor)
|
|
{
|
|
// Wrap the cursor?
|
|
if (this._cache[8] === this.children.length)
|
|
{
|
|
this._cache[8] = 0;
|
|
}
|
|
else
|
|
{
|
|
this._cache[8]++;
|
|
}
|
|
|
|
this.cursor = this.children[this._cache[8]];
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
Phaser.Group.prototype.previous = function () {
|
|
|
|
if (this.cursor)
|
|
{
|
|
// Wrap the cursor?
|
|
if (this._cache[8] === 0)
|
|
{
|
|
this._cache[8] = this.children.length - 1;
|
|
}
|
|
else
|
|
{
|
|
this._cache[8]--;
|
|
}
|
|
|
|
this.cursor = this.children[this._cache[8]];
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
Phaser.Group.prototype.swap = function (child1, child2) {
|
|
|
|
var result = this.swapChildren(child1, child2);
|
|
|
|
if (result)
|
|
{
|
|
this.updateZ();
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
Phaser.Group.prototype.bringToTop = function (child) {
|
|
|
|
if (child.parent === this && this.getIndex(child) < this.children.length)
|
|
{
|
|
this.remove(child);
|
|
this.add(child);
|
|
}
|
|
|
|
return child;
|
|
|
|
}
|
|
|
|
/**
|
|
* Sends the given child to the bottom of this Group so it renders below all other children.
|
|
*
|
|
* @method Phaser.Group#sendToBack
|
|
* @param {*} child - The child to send to the bottom of this Group.
|
|
* @return {*} The child that was moved.
|
|
*/
|
|
Phaser.Group.prototype.sendToBack = function (child) {
|
|
|
|
if (child.parent === this && this.getIndex(child) > 0)
|
|
{
|
|
this.remove(child);
|
|
this.addAt(child, 0);
|
|
}
|
|
|
|
return child;
|
|
|
|
}
|
|
|
|
/**
|
|
* Moves the given child up one place in this Group unless it's already at the top.
|
|
*
|
|
* @method Phaser.Group#moveUp
|
|
* @param {*} child - The child to move up in the Group.
|
|
* @return {*} The child that was moved.
|
|
*/
|
|
Phaser.Group.prototype.moveUp = function (child) {
|
|
|
|
if (child.parent === this && this.getIndex(child) < this.children.length - 1)
|
|
{
|
|
var a = this.getIndex(child);
|
|
var b = this.getAt(a + 1);
|
|
|
|
if (b)
|
|
{
|
|
this.swap(a, b);
|
|
}
|
|
}
|
|
|
|
return child;
|
|
|
|
}
|
|
|
|
/**
|
|
* Moves the given child down one place in this Group unless it's already at the top.
|
|
*
|
|
* @method Phaser.Group#moveDown
|
|
* @param {*} child - The child to move down in the Group.
|
|
* @return {*} The child that was moved.
|
|
*/
|
|
Phaser.Group.prototype.moveDown = function (child) {
|
|
|
|
if (child.parent === this && this.getIndex(child) > 0)
|
|
{
|
|
var a = this.getIndex(child);
|
|
var b = this.getAt(a - 1);
|
|
|
|
if (b)
|
|
{
|
|
this.swap(a, b);
|
|
}
|
|
}
|
|
|
|
return child;
|
|
|
|
}
|
|
|
|
/**
|
|
* Positions the child found at the given index within this Group to the given x and y coordinates.
|
|
*
|
|
* @method Phaser.Group#xy
|
|
* @param {number} index - The index of the child in the Group to set the position of.
|
|
* @param {number} x - The new x position of the child.
|
|
* @param {number} y - The new y position of the child.
|
|
*/
|
|
Phaser.Group.prototype.xy = function (index, x, y) {
|
|
|
|
if (index < 0 || index > this.children.length)
|
|
{
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
this.getChildAt(index).x = x;
|
|
this.getChildAt(index).y = y;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Reverses all children in this Group. Note that this does not propagate, only direct children are re-ordered.
|
|
*
|
|
* @method Phaser.Group#reverse
|
|
*/
|
|
Phaser.Group.prototype.reverse = function () {
|
|
|
|
this.children.reverse();
|
|
this.updateZ();
|
|
|
|
}
|
|
|
|
/**
|
|
* Get the index position of the given child in this Group. This should always match the childs z property.
|
|
*
|
|
* @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.
|
|
*/
|
|
Phaser.Group.prototype.getIndex = function (child) {
|
|
|
|
return this.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.
|
|
* @return {*} Returns the oldChild that was replaced within this Group.
|
|
*/
|
|
Phaser.Group.prototype.replace = function (oldChild, newChild) {
|
|
|
|
var index = this.getIndex(oldChild);
|
|
|
|
if (index !== -1)
|
|
{
|
|
if (newChild.parent !== undefined)
|
|
{
|
|
newChild.events.onRemovedFromGroup.dispatch(newChild, this);
|
|
newChild.parent.removeChild(newChild);
|
|
|
|
if (newChild.parent instanceof Phaser.Group)
|
|
{
|
|
newChild.parent.updateZ();
|
|
}
|
|
}
|
|
|
|
var temp = oldChild;
|
|
|
|
this.remove(temp);
|
|
|
|
this.addAt(newChild, index);
|
|
|
|
return temp;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
Phaser.Group.prototype.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; }
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* This function allows you to quickly set a property on a single child 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#set
|
|
* @param {Phaser.Sprite} child - The child to set the property on.
|
|
* @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 the child will only be updated if alive=true.
|
|
* @param {boolean} [checkVisible=false] - If set then the child will only be updated if visible=true.
|
|
* @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.
|
|
*/
|
|
Phaser.Group.prototype.set = function (child, key, value, checkAlive, checkVisible, operation) {
|
|
|
|
key = key.split('.');
|
|
|
|
if (typeof checkAlive === 'undefined') { checkAlive = false; }
|
|
if (typeof checkVisible === 'undefined') { checkVisible = false; }
|
|
|
|
if ((checkAlive === false || (checkAlive && child.alive)) && (checkVisible === false || (checkVisible && child.visible)))
|
|
{
|
|
this.setProperty(child, key, value, operation);
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* This function allows you to quickly set the same property across all children of this Group to a new value.
|
|
* This call doesn't descend down children, so if you have a Group inside of this Group, the property will be set on the Group but not its children.
|
|
* If you need that ability please see `Group.setAllChildren`.
|
|
*
|
|
* 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. This includes any Groups that are children.
|
|
* @param {boolean} [checkVisible=false] - If set then only children with visible=true will be updated. This includes any Groups that are children.
|
|
* @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.
|
|
*/
|
|
Phaser.Group.prototype.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;
|
|
|
|
for (var i = 0, len = this.children.length; i < len; i++)
|
|
{
|
|
if ((!checkAlive || (checkAlive && this.children[i].alive)) && (!checkVisible || (checkVisible && this.children[i].visible)))
|
|
{
|
|
this.setProperty(this.children[i], key, value, operation);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* This function allows you to quickly set the same property across all children of this Group, and any child Groups, to a new value.
|
|
*
|
|
* If this Group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom.
|
|
* Unlike with Group.setAll the property is NOT set on child Groups itself.
|
|
*
|
|
* The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.
|
|
*
|
|
* @method Phaser.Group#setAllChildren
|
|
* @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. This includes any Groups that are children.
|
|
* @param {boolean} [checkVisible=false] - If set then only children with visible=true will be updated. This includes any Groups that are children.
|
|
* @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.
|
|
*/
|
|
Phaser.Group.prototype.setAllChildren = function (key, value, checkAlive, checkVisible, operation) {
|
|
|
|
if (typeof checkAlive === 'undefined') { checkAlive = false; }
|
|
if (typeof checkVisible === 'undefined') { checkVisible = false; }
|
|
|
|
operation = operation || 0;
|
|
|
|
for (var i = 0, len = this.children.length; i < len; i++)
|
|
{
|
|
if ((!checkAlive || (checkAlive && this.children[i].alive)) && (!checkVisible || (checkVisible && this.children[i].visible)))
|
|
{
|
|
if (this.children[i] instanceof Phaser.Group)
|
|
{
|
|
this.children[i].setAllChildren(key, value, checkAlive, checkVisible, operation);
|
|
}
|
|
else
|
|
{
|
|
this.setProperty(this.children[i], key.split('.'), value, operation);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
Phaser.Group.prototype.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.
|
|
*/
|
|
Phaser.Group.prototype.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.
|
|
*/
|
|
Phaser.Group.prototype.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.
|
|
*/
|
|
Phaser.Group.prototype.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.
|
|
*/
|
|
Phaser.Group.prototype.callAllExists = function (callback, existsValue) {
|
|
|
|
var args = Array.prototype.splice.call(arguments, 2);
|
|
|
|
for (var i = 0, len = this.children.length; i < len; i++)
|
|
{
|
|
if (this.children[i].exists === existsValue && this.children[i][callback])
|
|
{
|
|
this.children[i][callback].apply(this.children[i], args);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Returns a reference to a function that exists on a child of the Group based on the given callback array.
|
|
*
|
|
* @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
|
|
*/
|
|
Phaser.Group.prototype.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=null] - A string containing the context under which the method will be executed. Set to null to default to the child.
|
|
* @param {...*} parameter - Additional parameters that will be passed to the method.
|
|
*/
|
|
Phaser.Group.prototype.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 || context === '')
|
|
{
|
|
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;
|
|
var callbackContext = null;
|
|
|
|
for (var i = 0, len = this.children.length; i < len; i++)
|
|
{
|
|
callback = this.callbackFromArray(this.children[i], method, methodLength);
|
|
|
|
if (context && callback)
|
|
{
|
|
callbackContext = this.callbackFromArray(this.children[i], context, contextLength);
|
|
|
|
if (callback)
|
|
{
|
|
callback.apply(callbackContext, args);
|
|
}
|
|
}
|
|
else if (callback)
|
|
{
|
|
callback.apply(this.children[i], args);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* The core preUpdate - as called by World.
|
|
* @method Phaser.Group#preUpdate
|
|
* @protected
|
|
*/
|
|
Phaser.Group.prototype.preUpdate = function () {
|
|
|
|
if (!this.exists || !this.parent.exists)
|
|
{
|
|
this.renderOrderID = -1;
|
|
return false;
|
|
}
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.children[i].preUpdate();
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
/**
|
|
* The core update - as called by World.
|
|
* @method Phaser.Group#update
|
|
* @protected
|
|
*/
|
|
Phaser.Group.prototype.update = function () {
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.children[i].update();
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* The core postUpdate - as called by World.
|
|
* @method Phaser.Group#postUpdate
|
|
* @protected
|
|
*/
|
|
Phaser.Group.prototype.postUpdate = function () {
|
|
|
|
// Fixed to Camera?
|
|
if (this._cache[7] === 1)
|
|
{
|
|
this.x = this.game.camera.view.x + this.cameraOffset.x;
|
|
this.y = this.game.camera.view.y + this.cameraOffset.y;
|
|
}
|
|
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.children[i].postUpdate();
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* 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)
|
|
* Note: Currently this will skip any children which are Groups themselves.
|
|
*
|
|
* @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.
|
|
*/
|
|
Phaser.Group.prototype.forEach = function (callback, callbackContext, checkExists) {
|
|
|
|
if (typeof checkExists === 'undefined')
|
|
{
|
|
checkExists = false;
|
|
}
|
|
|
|
var args = Array.prototype.splice.call(arguments, 3);
|
|
args.unshift(null);
|
|
|
|
for (var i = 0, len = this.children.length; i < len; i++)
|
|
{
|
|
if (!checkExists || (checkExists && this.children[i].exists))
|
|
{
|
|
args[0] = this.children[i];
|
|
callback.apply(callbackContext, args);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Allows you to call your own function on each member of this Group where child.exists=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.forEachExists(causeDamage, this, 500)
|
|
*
|
|
* @method Phaser.Group#forEachExists
|
|
* @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').
|
|
*/
|
|
Phaser.Group.prototype.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').
|
|
*/
|
|
Phaser.Group.prototype.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').
|
|
*/
|
|
Phaser.Group.prototype.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='z'] - The `string` name of the property you want to sort on. Defaults to the objects z-depth value.
|
|
* @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.
|
|
*/
|
|
Phaser.Group.prototype.sort = function (index, order) {
|
|
|
|
if (this.children.length < 2)
|
|
{
|
|
// Nothing to swap
|
|
return;
|
|
}
|
|
|
|
if (typeof index === 'undefined') { index = 'z'; }
|
|
if (typeof order === 'undefined') { order = Phaser.Group.SORT_ASCENDING; }
|
|
|
|
this._sortProperty = index;
|
|
|
|
if (order === Phaser.Group.SORT_ASCENDING)
|
|
{
|
|
this.children.sort(this.ascendingSortHandler.bind(this));
|
|
}
|
|
else
|
|
{
|
|
this.children.sort(this.descendingSortHandler.bind(this));
|
|
}
|
|
|
|
this.updateZ();
|
|
|
|
}
|
|
|
|
/**
|
|
* An internal helper function for the sort process.
|
|
*
|
|
* @method Phaser.Group#ascendingSortHandler
|
|
* @param {object} a - The first object being sorted.
|
|
* @param {object} b - The second object being sorted.
|
|
*/
|
|
Phaser.Group.prototype.ascendingSortHandler = function (a, b) {
|
|
|
|
if (a[this._sortProperty] < b[this._sortProperty])
|
|
{
|
|
return -1;
|
|
}
|
|
else if (a[this._sortProperty] > b[this._sortProperty])
|
|
{
|
|
return 1;
|
|
}
|
|
else
|
|
{
|
|
if (a.z < b.z)
|
|
{
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* An internal helper function for the sort process.
|
|
*
|
|
* @method Phaser.Group#descendingSortHandler
|
|
* @param {object} a - The first object being sorted.
|
|
* @param {object} b - The second object being sorted.
|
|
*/
|
|
Phaser.Group.prototype.descendingSortHandler = function (a, b) {
|
|
|
|
if (a[this._sortProperty] < b[this._sortProperty])
|
|
{
|
|
return 1;
|
|
}
|
|
else if (a[this._sortProperty] > b[this._sortProperty])
|
|
{
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* 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').
|
|
* @return {any} Returns either a numeric total (if RETURN_TOTAL was specified) or the child object.
|
|
*/
|
|
Phaser.Group.prototype.iterate = function (key, value, returnType, callback, callbackContext, args) {
|
|
|
|
if (returnType === Phaser.Group.RETURN_TOTAL && this.children.length === 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (typeof callback === 'undefined')
|
|
{
|
|
callback = false;
|
|
}
|
|
|
|
var total = 0;
|
|
|
|
for (var i = 0, len = this.children.length; i < len; i++)
|
|
{
|
|
if (this.children[i][key] === value)
|
|
{
|
|
total++;
|
|
|
|
if (callback)
|
|
{
|
|
args[0] = this.children[i];
|
|
callback.apply(callbackContext, args);
|
|
}
|
|
|
|
if (returnType === Phaser.Group.RETURN_CHILD)
|
|
{
|
|
return this.children[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
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.
|
|
*/
|
|
Phaser.Group.prototype.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.
|
|
*/
|
|
Phaser.Group.prototype.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.
|
|
*/
|
|
Phaser.Group.prototype.getFirstDead = function () {
|
|
|
|
return this.iterate('alive', false, Phaser.Group.RETURN_CHILD);
|
|
|
|
}
|
|
|
|
/**
|
|
* Returns the child at the top of this Group. The top is the one being displayed (rendered) above every other child.
|
|
*
|
|
* @method Phaser.Group#getTop
|
|
* @return {Any} The child at the top of the Group.
|
|
*/
|
|
Phaser.Group.prototype.getTop = function () {
|
|
|
|
if (this.children.length > 0)
|
|
{
|
|
return this.children[this.children.length - 1];
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Returns the child at the bottom of this Group. The bottom is the one being displayed (rendered) below every other child.
|
|
*
|
|
* @method Phaser.Group#getBottom
|
|
* @return {Any} The child at the bottom of the Group.
|
|
*/
|
|
Phaser.Group.prototype.getBottom = function () {
|
|
|
|
if (this.children.length > 0)
|
|
{
|
|
return this.children[0];
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
Phaser.Group.prototype.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.
|
|
*/
|
|
Phaser.Group.prototype.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.
|
|
*/
|
|
Phaser.Group.prototype.getRandom = function (startIndex, length) {
|
|
|
|
if (this.children.length === 0)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
startIndex = startIndex || 0;
|
|
length = length || this.children.length;
|
|
|
|
return this.game.math.getRandom(this.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.
|
|
* @return {boolean} true if the child was removed from this Group, otherwise false.
|
|
*/
|
|
Phaser.Group.prototype.remove = function (child) {
|
|
|
|
if (this.children.length === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (child.events)
|
|
{
|
|
child.events.onRemovedFromGroup.dispatch(child, this);
|
|
}
|
|
|
|
this.removeChild(child);
|
|
|
|
this.updateZ();
|
|
|
|
if (this.cursor === child)
|
|
{
|
|
this.next();
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Removes all children from this Group, setting all group properties to null.
|
|
* The Group container remains on the display list.
|
|
*
|
|
* @method Phaser.Group#removeAll
|
|
*/
|
|
Phaser.Group.prototype.removeAll = function () {
|
|
|
|
if (this.children.length === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
do
|
|
{
|
|
if (this.children[0].events)
|
|
{
|
|
this.children[0].events.onRemovedFromGroup.dispatch(this.children[0], this);
|
|
}
|
|
|
|
this.removeChild(this.children[0]);
|
|
}
|
|
while (this.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.
|
|
*/
|
|
Phaser.Group.prototype.removeBetween = function (startIndex, endIndex) {
|
|
|
|
if (this.children.length === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (startIndex > endIndex || startIndex < 0 || endIndex > this.children.length)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for (var i = startIndex; i < endIndex; i++)
|
|
{
|
|
if (this.children[i].events)
|
|
{
|
|
this.children[i].events.onRemovedFromGroup.dispatch(this.children[i], this);
|
|
}
|
|
|
|
this.removeChild(this.children[i]);
|
|
|
|
if (this.cursor === this.children[i])
|
|
{
|
|
this.cursor = null;
|
|
}
|
|
}
|
|
|
|
this.updateZ();
|
|
|
|
}
|
|
|
|
/**
|
|
* Destroys this Group. Removes all children, then removes the container from the display list and nulls references.
|
|
*
|
|
* @method Phaser.Group#destroy
|
|
* @param {boolean} [destroyChildren=true] - Should every child of this Group have its destroy method called?
|
|
* @param {boolean} [soft=false] - A 'soft destroy' (set to true) doesn't remove this Group from its parent or null the game reference. Set to false and it does.
|
|
*/
|
|
Phaser.Group.prototype.destroy = function (destroyChildren, soft) {
|
|
|
|
if (this.game === null) { return; }
|
|
|
|
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
|
|
if (typeof soft === 'undefined') { soft = false; }
|
|
|
|
if (destroyChildren)
|
|
{
|
|
if (this.children.length > 0)
|
|
{
|
|
do
|
|
{
|
|
if (this.children[0].parent)
|
|
{
|
|
this.children[0].destroy(destroyChildren);
|
|
}
|
|
}
|
|
while (this.children.length > 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.removeAll();
|
|
}
|
|
|
|
this.cursor = null;
|
|
|
|
if (!soft)
|
|
{
|
|
this.parent.removeChild(this);
|
|
|
|
this.game = null;
|
|
|
|
this.exists = false;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* @name Phaser.Group#total
|
|
* @property {number} total - The total number of children in this Group who have a state of exists = true.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Group.prototype, "total", {
|
|
|
|
get: function () {
|
|
|
|
return this.iterate('exists', true, Phaser.Group.RETURN_TOTAL);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Group#length
|
|
* @property {number} length - The total number of children in this Group, regardless of their exists/alive status.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Group.prototype, "length", {
|
|
|
|
get: function () {
|
|
|
|
return this.children.length;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* 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.rotation);
|
|
},
|
|
|
|
set: function(value) {
|
|
this.rotation = Phaser.Math.degToRad(value);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset.
|
|
* Note that the cameraOffset values are in addition to any parent in the display list.
|
|
* So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x
|
|
*
|
|
* @name Phaser.Group#fixedToCamera
|
|
* @property {boolean} fixedToCamera - Set to true to fix this Group to the Camera at its current world coordinates.
|
|
*/
|
|
Object.defineProperty(Phaser.Group.prototype, "fixedToCamera", {
|
|
|
|
get: function () {
|
|
|
|
return !!this._cache[7];
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value)
|
|
{
|
|
this._cache[7] = 1;
|
|
this.cameraOffset.set(this.x, this.y);
|
|
}
|
|
else
|
|
{
|
|
this._cache[7] = 0;
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
// Documentation stubs
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
|
|
/**
|
|
* @name Phaser.Group#visible
|
|
* @property {boolean} visible - The visible state of the Group. Non-visible Groups and all of their children are not rendered.
|
|
*/
|
|
|
|
/**
|
|
* @name Phaser.Group#alpha
|
|
* @property {number} alpha - The alpha value of the Group container.
|
|
*/
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
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|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Mon Mar 24 2014 12:38:38 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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|
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scrollTo : 60
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} );
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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} );
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</script>
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</body>
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</html>
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