mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 15:14:47 +00:00
751 lines
No EOL
22 KiB
TypeScript
751 lines
No EOL
22 KiB
TypeScript
/// <reference path="Basic.ts" />
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/// <reference path="Game.ts" />
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/**
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* This is an organizational class that can update and render a bunch of <code>Basic</code>s.
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* NOTE: Although <code>Group</code> extends <code>Basic</code>, it will not automatically
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* add itself to the global collisions quad tree, it will only add its members.
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*
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* @author Adam Atomic
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* @author Richard Davey
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*/
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/**
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* Phaser
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*/
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module Phaser {
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export class Group extends Basic {
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constructor(game: Game, MaxSize?: number = 0) {
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super(game);
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this.isGroup = true;
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this.members = [];
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this.length = 0;
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this._maxSize = MaxSize;
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this._marker = 0;
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this._sortIndex = null;
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}
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/**
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* Use with <code>sort()</code> to sort in ascending order.
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*/
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public static ASCENDING: number = -1;
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/**
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* Use with <code>sort()</code> to sort in descending order.
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*/
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public static DESCENDING: number = 1;
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/**
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* Array of all the <code>Basic</code>s that exist in this group.
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*/
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public members: Basic[];
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/**
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* The number of entries in the members array.
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* For performance and safety you should check this variable
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* instead of members.length unless you really know what you're doing!
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*/
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public length: number;
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/**
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* Internal tracker for the maximum capacity of the group.
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* Default is 0, or no max capacity.
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*/
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private _maxSize: number;
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/**
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* Internal helper variable for recycling objects a la <code>Emitter</code>.
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*/
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private _marker: number;
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/**
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* Helper for sort.
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*/
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private _sortIndex: string;
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/**
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* Helper for sort.
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*/
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private _sortOrder: number;
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/**
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* Override this function to handle any deleting or "shutdown" type operations you might need,
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* such as removing traditional Flash children like Basic objects.
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*/
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public destroy() {
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if (this.members != null)
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{
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var basic: Basic;
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var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if (basic != null)
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{
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basic.destroy();
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}
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}
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this.members.length = 0;
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}
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this._sortIndex = null;
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}
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/**
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* Automatically goes through and calls update on everything you added.
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*/
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public update() {
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var basic: Basic;
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var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if ((basic != null) && basic.exists && basic.active)
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{
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basic.preUpdate();
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basic.update();
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basic.postUpdate();
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}
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}
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}
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/**
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* Automatically goes through and calls render on everything you added.
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*/
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
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var basic: Basic;
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var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if ((basic != null) && basic.exists && basic.visible)
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{
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basic.render(camera, cameraOffsetX, cameraOffsetY);
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}
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}
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}
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/**
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* The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
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*/
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public get maxSize(): number {
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return this._maxSize;
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}
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/**
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* @private
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*/
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public set maxSize(Size: number) {
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this._maxSize = Size;
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if (this._marker >= this._maxSize)
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{
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this._marker = 0;
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}
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if ((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length))
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{
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return;
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}
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//If the max size has shrunk, we need to get rid of some objects
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var basic: Basic;
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var i: number = this._maxSize;
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var l: number = this.members.length;
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while (i < l)
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{
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basic = this.members[i++];
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if (basic != null)
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{
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basic.destroy();
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}
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}
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this.length = this.members.length = this._maxSize;
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}
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/**
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* Adds a new <code>Basic</code> subclass (Basic, Basic, Enemy, etc) to the group.
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* Group will try to replace a null member of the array first.
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* Failing that, Group will add it to the end of the member array,
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* assuming there is room for it, and doubling the size of the array if necessary.
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*
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* <p>WARNING: If the group has a maxSize that has already been met,
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* the object will NOT be added to the group!</p>
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*
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* @param Object The object you want to add to the group.
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*
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* @return The same <code>Basic</code> object that was passed in.
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*/
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public add(Object: Basic) {
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//Don't bother adding an object twice.
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if (this.members.indexOf(Object) >= 0)
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{
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return Object;
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}
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//First, look for a null entry where we can add the object.
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var i: number = 0;
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var l: number = this.members.length;
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while (i < l)
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{
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if (this.members[i] == null)
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{
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this.members[i] = Object;
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if (i >= this.length)
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{
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this.length = i + 1;
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}
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return Object;
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}
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i++;
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}
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//Failing that, expand the array (if we can) and add the object.
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if (this._maxSize > 0)
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{
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if (this.members.length >= this._maxSize)
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{
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return Object;
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}
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else if (this.members.length * 2 <= this._maxSize)
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{
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this.members.length *= 2;
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}
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else
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{
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this.members.length = this._maxSize;
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}
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}
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else
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{
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this.members.length *= 2;
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}
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//If we made it this far, then we successfully grew the group,
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//and we can go ahead and add the object at the first open slot.
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this.members[i] = Object;
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this.length = i + 1;
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return Object;
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}
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/**
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* Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
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*
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* <p>If you specified a maximum size for this group (like in Emitter),
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* then recycle will employ what we're calling "rotating" recycling.
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* Recycle() will first check to see if the group is at capacity yet.
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* If group is not yet at capacity, recycle() returns a new object.
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* If the group IS at capacity, then recycle() just returns the next object in line.</p>
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*
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* <p>If you did NOT specify a maximum size for this group,
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* then recycle() will employ what we're calling "grow-style" recycling.
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* Recycle() will return either the first object with exists == false,
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* or, finding none, add a new object to the array,
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* doubling the size of the array if necessary.</p>
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*
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* <p>WARNING: If this function needs to create a new object,
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* and no object class was provided, it will return null
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* instead of a valid object!</p>
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*
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* @param ObjectClass The class type you want to recycle (e.g. Basic, EvilRobot, etc). Do NOT "new" the class in the parameter!
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*
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* @return A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;).
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*/
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public recycle(ObjectClass = null) {
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var basic;
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if (this._maxSize > 0)
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{
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if (this.length < this._maxSize)
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{
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if (ObjectClass == null)
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{
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return null;
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}
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return this.add(new ObjectClass());
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}
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else
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{
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basic = this.members[this._marker++];
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if (this._marker >= this._maxSize)
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{
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this._marker = 0;
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}
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return basic;
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}
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}
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else
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{
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basic = this.getFirstAvailable(ObjectClass);
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if (basic != null)
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{
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return basic;
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}
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if (ObjectClass == null)
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{
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return null;
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}
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return this.add(new ObjectClass());
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}
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}
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/**
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* Removes an object from the group.
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*
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* @param Object The <code>Basic</code> you want to remove.
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* @param Splice Whether the object should be cut from the array entirely or not.
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*
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* @return The removed object.
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*/
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public remove(Object: Basic, Splice: bool = false): Basic {
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var index: number = this.members.indexOf(Object);
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if ((index < 0) || (index >= this.members.length))
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{
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return null;
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}
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if (Splice)
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{
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this.members.splice(index, 1);
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this.length--;
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}
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else
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{
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this.members[index] = null;
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}
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return Object;
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}
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/**
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* Replaces an existing <code>Basic</code> with a new one.
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*
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* @param OldObject The object you want to replace.
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* @param NewObject The new object you want to use instead.
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*
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* @return The new object.
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*/
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public replace(OldObject: Basic, NewObject: Basic): Basic {
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var index: number = this.members.indexOf(OldObject);
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if ((index < 0) || (index >= this.members.length))
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{
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return null;
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}
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this.members[index] = NewObject;
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return NewObject;
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}
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/**
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* Call this function to sort the group according to a particular value and order.
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* For example, to sort game objects for Zelda-style overlaps you might call
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* <code>myGroup.sort("y",Group.ASCENDING)</code> at the bottom of your
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* <code>State.update()</code> override. To sort all existing objects after
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* a big explosion or bomb attack, you might call <code>myGroup.sort("exists",Group.DESCENDING)</code>.
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*
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* @param Index The <code>string</code> name of the member variable you want to sort on. Default value is "y".
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* @param Order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
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*/
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public sort(Index: string = "y", Order: number = Group.ASCENDING) {
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this._sortIndex = Index;
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this._sortOrder = Order;
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this.members.sort(this.sortHandler);
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}
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/**
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* Go through and set the specified variable to the specified value on all members of the group.
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*
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* @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor".
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* @param Value The value you want to assign to that variable.
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* @param Recurse Default value is true, meaning if <code>setAll()</code> encounters a member that is a group, it will call <code>setAll()</code> on that group rather than modifying its variable.
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*/
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public setAll(VariableName: string, Value: Object, Recurse: bool = true) {
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var basic: Basic;
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var i: number = 0;
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while (i < length)
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{
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basic = this.members[i++];
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if (basic != null)
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{
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if (Recurse && (basic.isGroup == true))
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{
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<Group> basic['setAll'](VariableName, Value, Recurse);
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}
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else
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{
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basic[VariableName] = Value;
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}
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}
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}
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}
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/**
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* Go through and call the specified function on all members of the group.
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* Currently only works on functions that have no required parameters.
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*
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* @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()".
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* @param Recurse Default value is true, meaning if <code>callAll()</code> encounters a member that is a group, it will call <code>callAll()</code> on that group rather than calling the group's function.
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*/
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public callAll(FunctionName: string, Recurse: bool = true) {
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var basic: Basic;
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var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if (basic != null)
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{
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if (Recurse && (basic.isGroup == true))
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{
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<Group> basic['callAll'](FunctionName, Recurse);
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}
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else
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{
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basic[FunctionName]();
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}
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}
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}
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}
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public forEach(callback, Recurse: bool = false) {
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var basic;
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var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if (basic != null)
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{
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if (Recurse && (basic.isGroup == true))
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{
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basic.forEach(callback, true);
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}
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else
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{
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callback.call(this, basic);
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}
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}
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}
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}
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/**
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* Call this function to retrieve the first object with exists == false in the group.
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* This is handy for recycling in general, e.g. respawning enemies.
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*
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* @param ObjectClass An optional parameter that lets you narrow the results to instances of this particular class.
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*
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* @return A <code>Basic</code> currently flagged as not existing.
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*/
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public getFirstAvailable(ObjectClass = null) {
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var basic;
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var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if ((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass)))
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{
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return basic;
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}
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}
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return null;
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}
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/**
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* Call this function to retrieve the first index set to 'null'.
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* Returns -1 if no index stores a null object.
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*
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* @return An <code>int</code> indicating the first null slot in the group.
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*/
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public getFirstNull(): number {
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var basic: Basic;
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var i: number = 0;
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var l: number = this.members.length;
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while (i < l)
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{
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if (this.members[i] == null)
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{
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return i;
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}
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else
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{
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i++;
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}
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}
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return -1;
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}
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/**
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* Call this function to retrieve the first object with exists == true in the group.
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* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
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*
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* @return A <code>Basic</code> currently flagged as existing.
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*/
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public getFirstExtant(): Basic {
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var basic: Basic;
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var i: number = 0;
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while (i < length)
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{
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basic = this.members[i++];
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if ((basic != null) && basic.exists)
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{
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return basic;
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}
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}
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return null;
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}
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/**
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* Call this function to retrieve the first object with dead == false in the group.
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* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
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*
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* @return A <code>Basic</code> currently flagged as not dead.
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*/
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public getFirstAlive(): Basic {
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var basic: Basic;
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var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if ((basic != null) && basic.exists && basic.alive)
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{
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return basic;
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}
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}
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return null;
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}
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/**
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* Call this function to retrieve the first object with dead == true in the group.
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* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
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*
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* @return A <code>Basic</code> currently flagged as dead.
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*/
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public getFirstDead(): Basic {
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var basic: Basic;
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var i: number = 0;
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while (i < this.length)
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{
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basic = this.members[i++];
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if ((basic != null) && !basic.alive)
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{
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return basic;
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}
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}
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return null;
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}
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/**
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* Call this function to find out how many members of the group are not dead.
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*
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* @return The number of <code>Basic</code>s flagged as not dead. Returns -1 if group is empty.
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*/
|
|
public countLiving(): number {
|
|
|
|
var count: number = -1;
|
|
var basic: Basic;
|
|
var i: number = 0;
|
|
|
|
while (i < this.length)
|
|
{
|
|
basic = this.members[i++];
|
|
|
|
if (basic != null)
|
|
{
|
|
if (count < 0)
|
|
{
|
|
count = 0;
|
|
}
|
|
|
|
if (basic.exists && basic.alive)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
/**
|
|
* Call this function to find out how many members of the group are dead.
|
|
*
|
|
* @return The number of <code>Basic</code>s flagged as dead. Returns -1 if group is empty.
|
|
*/
|
|
public countDead(): number {
|
|
|
|
var count: number = -1;
|
|
var basic: Basic;
|
|
var i: number = 0;
|
|
|
|
while (i < this.length)
|
|
{
|
|
basic = this.members[i++];
|
|
|
|
if (basic != null)
|
|
{
|
|
if (count < 0)
|
|
{
|
|
count = 0;
|
|
}
|
|
|
|
if (!basic.alive)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
/**
|
|
* Returns a member at random from the group.
|
|
*
|
|
* @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
|
|
* @param Length Optional restriction on the number of values you want to randomly select from.
|
|
*
|
|
* @return A <code>Basic</code> from the members list.
|
|
*/
|
|
public getRandom(StartIndex: number = 0, Length: number = 0): Basic {
|
|
|
|
if (Length == 0)
|
|
{
|
|
Length = this.length;
|
|
}
|
|
|
|
return this._game.math.getRandom(this.members, StartIndex, Length);
|
|
|
|
}
|
|
|
|
/**
|
|
* Remove all instances of <code>Basic</code> subclass (Basic, Block, etc) from the list.
|
|
* WARNING: does not destroy() or kill() any of these objects!
|
|
*/
|
|
public clear() {
|
|
this.length = this.members.length = 0;
|
|
}
|
|
|
|
/**
|
|
* Calls kill on the group's members and then on the group itself.
|
|
*/
|
|
public kill() {
|
|
|
|
var basic: Basic;
|
|
var i: number = 0;
|
|
|
|
while (i < this.length)
|
|
{
|
|
basic = this.members[i++];
|
|
|
|
if ((basic != null) && basic.exists)
|
|
{
|
|
basic.kill();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Helper function for the sort process.
|
|
*
|
|
* @param Obj1 The first object being sorted.
|
|
* @param Obj2 The second object being sorted.
|
|
*
|
|
* @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
|
*/
|
|
public sortHandler(Obj1: Basic, Obj2: Basic): number {
|
|
|
|
if (Obj1[this._sortIndex] < Obj2[this._sortIndex])
|
|
{
|
|
return this._sortOrder;
|
|
}
|
|
else if (Obj1[this._sortIndex] > Obj2[this._sortIndex])
|
|
{
|
|
return -this._sortOrder;
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |