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https://github.com/photonstorm/phaser
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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
677 lines
14 KiB
HTML
677 lines
14 KiB
HTML
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<h1 class="page-title">Source: core/LinkedList.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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* A basic linked list data structure.
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*
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* @class Phaser.LinkedList
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* @constructor
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*/
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Phaser.LinkedList = function () {
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/**
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* @property {object} next - Next element in the list.
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* @default
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*/
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this.next = null;
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/**
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* @property {object} prev - Previous element in the list.
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* @default
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*/
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this.prev = null;
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/**
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* @property {object} first - First element in the list.
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* @default
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*/
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this.first = null;
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/**
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* @property {object} last - Last element in the list.
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* @default
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*/
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this.last = null;
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/**
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* @property {object} game - Number of elements in the list.
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* @default
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*/
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this.total = 0;
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};
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Phaser.LinkedList.prototype = {
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/**
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* Adds a new element to this linked list.
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*
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* @method Phaser.LinkedList#add
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* @param {object} child - The element to add to this list. Can be a Phaser.Sprite or any other object you need to quickly iterate through.
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* @return {object} The child that was added.
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*/
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add: function (child) {
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// If the list is empty
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if (this.total === 0 && this.first == null && this.last == null)
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{
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this.first = child;
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this.last = child;
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this.next = child;
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child.prev = this;
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this.total++;
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return child;
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}
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// Get gets appended to the end of the list, regardless of anything, and it won't have any children of its own (non-nested list)
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this.last.next = child;
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child.prev = this.last;
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this.last = child;
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this.total++;
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return child;
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},
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/**
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* Removes the given element from this linked list if it exists.
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*
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* @method Phaser.LinkedList#remove
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* @param {object} child - The child to be removed from the list.
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*/
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remove: function (child) {
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if (child == this.first)
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{
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// It was 'first', make 'first' point to first.next
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this.first = this.first.next;
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}
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else if (child == this.last)
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{
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// It was 'last', make 'last' point to last.prev
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this.last = this.last.prev;
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}
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if (child.prev)
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{
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// make child.prev.next point to childs.next instead of child
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child.prev.next = child.next;
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}
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if (child.next)
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{
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// make child.next.prev point to child.prev instead of child
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child.next.prev = child.prev;
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}
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child.next = child.prev = null;
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if (this.first == null )
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{
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this.last = null;
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}
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this.total--;
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},
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/**
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* Calls a function on all members of this list, using the member as the context for the callback.
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* The function must exist on the member.
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*
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* @method Phaser.LinkedList#callAll
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* @param {function} callback - The function to call.
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*/
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callAll: function (callback) {
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if (!this.first || !this.last)
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{
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return;
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}
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var entity = this.first;
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do
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{
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if (entity && entity[callback])
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{
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entity[callback].call(entity);
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}
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entity = entity.next;
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}
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while(entity != this.last.next)
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}
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};
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Phaser.LinkedList.prototype.constructor = Phaser.LinkedList;
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</pre>
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