phaser/src/actions/Spread.js

57 lines
1.7 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Takes an array of Game Objects and then modifies their `property` so the value equals, or is incremented, the
* calculated spread value.
*
* The spread value is derived from the given `min` and `max` values and the total number of items in the array.//#endregion
*
* For example, to cause an array of Sprites to change in alpha from 0 to 1 you could call:
*
* ```javascript
* Phaser.Actions.Spread(itemsArray, 'alpha', 0, 1);
* ```
*
* @function Phaser.Actions.Spread
* @since 3.0.0
*
* @generic {Phaser.GameObjects.GameObject[]} G - [items,$return]
*
* @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action.
* @param {string} property - The property of the Game Object to spread.
* @param {number} min - The minimum value.
* @param {number} max - The maximum value.
* @param {boolean} [inc=false] - Should the values be incremented? `true` or set (`false`)
*
* @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that were passed to this Action.
*/
var Spread = function (items, property, min, max, inc)
{
if (inc === undefined) { inc = false; }
var step = Math.abs(max - min) / items.length;
var i;
if (inc)
{
for (i = 0; i < items.length; i++)
{
items[i][property] += i * step + min;
}
}
else
{
for (i = 0; i < items.length; i++)
{
items[i][property] = i * step + min;
}
}
return items;
};
module.exports = Spread;