mirror of
https://github.com/photonstorm/phaser
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368 lines
11 KiB
JavaScript
368 lines
11 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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* Utility functions for dealing with Arrays.
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*
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* @class Phaser.ArrayUtils
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* @static
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*/
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Phaser.ArrayUtils = {
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/**
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* Fetch a random entry from the given array.
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*
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* Will return null if there are no array items that fall within the specified range
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* or if there is no item for the randomly chosen index.
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*
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* @method
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* @param {any[]} objects - An array of objects.
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* @param {integer} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
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* @param {integer} length - Optional restriction on the number of values you want to randomly select from.
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* @return {object} The random object that was selected.
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*/
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getRandomItem: function (objects, startIndex, length) {
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if (objects === null) { return null; }
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if (startIndex === undefined) { startIndex = 0; }
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if (length === undefined) { length = objects.length; }
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var randomIndex = startIndex + Math.floor(Math.random() * length);
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return objects[randomIndex] === undefined ? null : objects[randomIndex];
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},
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/**
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* Removes a random object from the given array and returns it.
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*
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* Will return null if there are no array items that fall within the specified range
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* or if there is no item for the randomly chosen index.
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*
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* @method
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* @param {any[]} objects - An array of objects.
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* @param {integer} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
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* @param {integer} length - Optional restriction on the number of values you want to randomly select from.
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* @return {object} The random object that was removed.
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*/
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removeRandomItem: function (objects, startIndex, length) {
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if (objects == null) { // undefined or null
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return null;
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}
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if (startIndex === undefined) { startIndex = 0; }
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if (length === undefined) { length = objects.length; }
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var randomIndex = startIndex + Math.floor(Math.random() * length);
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if (randomIndex < objects.length)
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{
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var removed = objects.splice(randomIndex, 1);
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return removed[0] === undefined ? null : removed[0];
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}
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else
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{
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return null;
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}
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},
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/**
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* A standard Fisher-Yates Array shuffle implementation which modifies the array in place.
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*
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* @method
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* @param {any[]} array - The array to shuffle.
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* @return {any[]} The original array, now shuffled.
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*/
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shuffle: function (array) {
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for (var i = array.length - 1; i > 0; i--)
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{
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var j = Math.floor(Math.random() * (i + 1));
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var temp = array[i];
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array[i] = array[j];
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array[j] = temp;
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}
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return array;
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},
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/**
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* Transposes the elements of the given matrix (array of arrays).
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*
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* @method
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* @param {Array<any[]>} array - The matrix to transpose.
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* @return {Array<any[]>} A new transposed matrix
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*/
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transposeMatrix: function (array) {
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var sourceRowCount = array.length;
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var sourceColCount = array[0].length;
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var result = new Array(sourceColCount);
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for (var i = 0; i < sourceColCount; i++)
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{
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result[i] = new Array(sourceRowCount);
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for (var j = sourceRowCount - 1; j > -1; j--)
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{
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result[i][j] = array[j][i];
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}
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}
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return result;
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},
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/**
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* Rotates the given matrix (array of arrays).
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*
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* Based on the routine from {@link http://jsfiddle.net/MrPolywhirl/NH42z/}.
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*
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* @method
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* @param {Array<any[]>} matrix - The array to rotate; this matrix _may_ be altered.
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* @param {number|string} direction - The amount to rotate: the rotation in degrees (90, -90, 270, -270, 180) or a string command ('rotateLeft', 'rotateRight' or 'rotate180').
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* @return {Array<any[]>} The rotated matrix. The source matrix should be discarded for the returned matrix.
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*/
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rotateMatrix: function (matrix, direction) {
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if (typeof direction !== 'string')
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{
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direction = ((direction % 360) + 360) % 360;
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}
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if (direction === 90 || direction === -270 || direction === 'rotateLeft')
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{
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matrix = Phaser.ArrayUtils.transposeMatrix(matrix);
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matrix = matrix.reverse();
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}
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else if (direction === -90 || direction === 270 || direction === 'rotateRight')
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{
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matrix = matrix.reverse();
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matrix = Phaser.ArrayUtils.transposeMatrix(matrix);
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}
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else if (Math.abs(direction) === 180 || direction === 'rotate180')
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{
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for (var i = 0; i < matrix.length; i++)
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{
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matrix[i].reverse();
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}
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matrix = matrix.reverse();
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}
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return matrix;
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},
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/**
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* Snaps a value to the nearest value in an array.
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* The result will always be in the range `[first_value, last_value]`.
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*
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* @method
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* @param {number} value - The search value
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* @param {number[]} arr - The input array which _must_ be sorted.
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* @return {number} The nearest value found.
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*/
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findClosest: function (value, arr) {
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if (!arr.length)
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{
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return NaN;
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}
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else if (arr.length === 1 || value < arr[0])
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{
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return arr[0];
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}
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var i = 1;
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while (arr[i] < value) {
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i++;
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}
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var low = arr[i - 1];
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var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY;
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return ((high - value) <= (value - low)) ? high : low;
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},
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/**
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* Moves the element from the end of the array to the start, shifting all items in the process.
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* The "rotation" happens to the right.
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*
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* Before: `[ A, B, C, D, E, F ]`
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* After: `[ F, A, B, C, D, E ]`
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*
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* See also Phaser.ArrayUtils.rotateLeft.
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*
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* @method Phaser.ArrayUtils.rotateRight
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* @param {any[]} array - The array to rotate. The array is modified.
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* @return {any} The shifted value.
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*/
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rotateRight: function (array) {
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var s = array.pop();
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array.unshift(s);
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return s;
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},
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/**
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* Moves the element from the start of the array to the end, shifting all items in the process.
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* The "rotation" happens to the left.
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*
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* Before: `[ A, B, C, D, E, F ]`
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* After: `[ B, C, D, E, F, A ]`
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*
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* See also Phaser.ArrayUtils.rotateRight
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*
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* @method Phaser.ArrayUtils.rotateLeft
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* @param {any[]} array - The array to rotate. The array is modified.
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* @return {any} The rotated value.
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*/
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rotateLeft: function (array) {
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var s = array.shift();
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array.push(s);
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return s;
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},
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/**
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* Moves the element from the start of the array to the end, shifting all items in the process.
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* The "rotation" happens to the left.
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*
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* Before: `[ A, B, C, D, E, F ]`
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* After: `[ B, C, D, E, F, A ]`
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*
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* See also Phaser.ArrayUtils.rotateRight
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*
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* @method Phaser.ArrayUtils.rotate
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* @deprecated Please use Phaser.ArrayUtils.rotate instead.
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* @param {any[]} array - The array to rotate. The array is modified.
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* @return {any} The rotated value.
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*/
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rotate: function (array) {
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var s = array.shift();
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array.push(s);
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return s;
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},
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/**
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* Create an array representing the range of numbers (usually integers), between, and inclusive of,
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* the given `start` and `end` arguments. For example:
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*
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* `var array = numberArray(2, 4); // array = [2, 3, 4]`
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* `var array = numberArray(0, 9); // array = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]`
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*
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* This is equivalent to `numberArrayStep(start, end, 1)`.
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*
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* You can optionally provide a prefix and / or suffix string. If given the array will contain
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* strings, not integers. For example:
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*
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* `var array = numberArray(1, 4, 'Level '); // array = ["Level 1", "Level 2", "Level 3", "Level 4"]`
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* `var array = numberArray(5, 7, 'HD-', '.png'); // array = ["HD-5.png", "HD-6.png", "HD-7.png"]`
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*
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* @method Phaser.ArrayUtils#numberArray
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* @param {number} start - The minimum value the array starts with.
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* @param {number} end - The maximum value the array contains.
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* @param {string} [prefix] - Optional prefix to place before the number. If provided the array will contain strings, not integers.
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* @param {string} [suffix] - Optional suffix to place after the number. If provided the array will contain strings, not integers.
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* @return {number[]|string[]} The array of number values, or strings if a prefix or suffix was provided.
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*/
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numberArray: function (start, end, prefix, suffix)
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{
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var result = [];
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for (var i = start; i <= end; i++)
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{
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if (prefix || suffix)
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{
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var key = (prefix) ? prefix + i.toString() : i.toString();
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if (suffix)
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{
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key = key.concat(suffix);
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}
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result.push(key);
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}
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else
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{
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result.push(i);
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}
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}
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return result;
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},
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/**
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* Create an array of numbers (positive and/or negative) progressing from `start`
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* up to but not including `end` by advancing by `step`.
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*
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* If `start` is less than `end` a zero-length range is created unless a negative `step` is specified.
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*
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* Certain values for `start` and `end` (eg. NaN/undefined/null) are currently coerced to 0;
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* for forward compatibility make sure to pass in actual numbers.
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*
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* @method Phaser.ArrayUtils#numberArrayStep
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* @param {number} start - The start of the range.
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* @param {number} [end] - The end of the range.
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* @param {number} [step=1] - The value to increment or decrement by.
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* @return {Array} Returns the new array of numbers.
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* @example
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* Phaser.ArrayUtils.numberArrayStep(4);
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* // => [0, 1, 2, 3]
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*
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* Phaser.ArrayUtils.numberArrayStep(1, 5);
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* // => [1, 2, 3, 4]
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*
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* Phaser.ArrayUtils.numberArrayStep(0, 20, 5);
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* // => [0, 5, 10, 15]
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*
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* Phaser.ArrayUtils.numberArrayStep(0, -4, -1);
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* // => [0, -1, -2, -3]
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*
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* Phaser.ArrayUtils.numberArrayStep(1, 4, 0);
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* // => [1, 1, 1]
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*
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* Phaser.ArrayUtils.numberArrayStep(0);
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* // => []
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*/
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numberArrayStep: function (start, end, step) {
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if (start === undefined || start === null) { start = 0; }
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if (end === undefined || end === null)
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{
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end = start;
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start = 0;
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}
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if (step === undefined) { step = 1; }
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var result = [];
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var total = Math.max(Phaser.Math.roundAwayFromZero((end - start) / (step || 1)), 0);
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for (var i = 0; i < total; i++)
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{
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result.push(start);
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start += step;
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}
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return result;
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}
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};
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