mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
978 lines
No EOL
30 KiB
TypeScript
978 lines
No EOL
30 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../Statics.ts" />
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/// <reference path="../components/Texture.ts" />
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/// <reference path="../components/Transform.ts" />
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/**
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* Phaser - Group
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*
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* This class is used for organising, updating and sorting game objects.
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*/
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module Phaser {
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export class Group {
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constructor(game: Game, maxSize?: number = 0) {
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this.game = game;
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this.type = Phaser.Types.GROUP;
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this.exists = true;
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this.visible = 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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this.ID = this.game.world.getNextGroupID();
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this.transform = new Phaser.Components.Transform(this);
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this.texture = new Phaser.Components.Texture(this);
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this.texture.opaque = false;
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}
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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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* Temp vars to help avoid gc spikes
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*/
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private _member;
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private _length: number;
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private _i: number;
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private _prevAlpha: number;
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private _count: number;
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/**
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* This keeps track of the z value of any game object added to this Group
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*/
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private _zCounter: number = 0;
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/**
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* Reference to the main game object
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*/
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public game: Game;
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/**
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* The type of game object.
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*/
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public type: number;
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/**
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* The unique Group ID
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*/
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public ID: number = -1;
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/**
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* The z value of this Group (within its parent Group, if any)
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*/
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public z: number = -1;
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/**
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* The Group this Group is a child of (if any).
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*/
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public group: Group = null;
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/**
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* Optional texture used in the background of the Camera.
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*/
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public texture: Phaser.Components.Texture;
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/**
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* The transform component.
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*/
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public transform: Phaser.Components.Transform;
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/**
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* A boolean representing if the Group has been modified in any way via a scale, rotate, flip or skew.
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*/
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public modified: bool = false;
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/**
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* If this Group exists or not. Can be set to false to skip certain loop checks.
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*/
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public exists: bool;
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/**
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* Controls if this Group (and all of its contents) are rendered or skipped during the core game loop.
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*/
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public visible: bool;
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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 objects that exist in this group.
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*/
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public members;
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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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* Gets the next z index value for children of this Group
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*/
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public getNextZIndex(): number {
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return this._zCounter++;
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}
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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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this._i = 0;
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while (this._i < this.length)
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{
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this._member = this.members[this._i++];
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if (this._member != null)
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{
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this._member.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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* Calls update on all members of this Group who have a status of active=true and exists=true
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* You can also call Object.update directly, which will bypass the active/exists check.
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*/
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public update() {
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if (this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY))
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{
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this.modified = true;
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}
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else if (this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false)
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{
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this.modified = false;
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}
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this._i = 0;
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while (this._i < this.length)
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{
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this._member = this.members[this._i++];
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if (this._member != null && this._member.exists && this._member.active)
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{
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this._member.preUpdate();
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this._member.update();
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this._member.postUpdate();
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}
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}
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}
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/**
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* Calls render on all members of this Group who have a status of visible=true and exists=true
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* You can also call Object.render directly, which will bypass the visible/exists check.
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*/
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public render(camera: Camera) {
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if (camera.isHidden(this) == true)
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{
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return;
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}
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this.game.renderer.preRenderGroup(camera, this);
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this._i = 0;
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while (this._i < this.length)
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{
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this._member = this.members[this._i++];
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if (this._member != null && this._member.exists && this._member.visible && camera.isHidden(this._member) == false)
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{
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if (this._member.type == Types.GROUP)
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{
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this._member.render(camera);
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}
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else
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{
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this.game.renderer.renderGameObject(this._member);
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}
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}
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}
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this.game.renderer.postRenderGroup(camera, this);
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}
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/**
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* Calls render on all members of this Group regardless of their visible status and also ignores the camera blacklist.
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* Use this when the Group objects render to hidden canvases for example.
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*/
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public directRender(camera: Camera) {
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this.game.renderer.preRenderGroup(camera, this);
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this._i = 0;
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while (this._i < this.length)
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{
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this._member = this.members[this._i++];
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if (this._member != null && this._member.exists)
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{
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if (this._member.type == Types.GROUP)
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{
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this._member.directRender(camera);
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}
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else
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{
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this.game.renderer.renderGameObject(this._member);
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}
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}
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}
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this.game.renderer.postRenderGroup(camera, this);
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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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this._i = this._maxSize;
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this._length = this.members.length;
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while (this._i < this._length)
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{
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this._member = this.members[this._i++];
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if (this._member != null)
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{
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this._member.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 Game Object 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 {Basic} Object The object you want to add to the group.
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* @return {Basic} The same object that was passed in.
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*/
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public add(object): any {
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// Is this object already in another Group?
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// You can't add a Group to itself or an object to the same Group twice
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if (object.group && (object.group.ID == this.ID || (object.type == Types.GROUP && object.ID == this.ID)))
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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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this._i = 0;
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this._length = this.members.length;
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while (this._i < this._length)
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{
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if (this.members[this._i] == null)
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{
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this.members[this._i] = object;
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this.setObjectIDs(object);
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if (this._i >= this.length)
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{
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this.length = this._i + 1;
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}
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return object;
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}
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this._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[this._i] = object;
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this.length = this._i + 1;
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this.setObjectIDs(object);
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return object;
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}
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/**
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* Create a new Sprite within this Group at the specified position.
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*
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* @param x {number} X position of the new sprite.
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* @param y {number} Y position of the new sprite.
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* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
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* @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
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* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
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* @returns {Sprite} The newly created sprite object.
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*/
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public addNewSprite(x: number, y: number, key?: string = '', frame? = null, bodyType?: number = Phaser.Types.BODY_DISABLED): Sprite {
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return <Sprite> this.add(new Sprite(this.game, x, y, key, frame, bodyType));
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}
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/**
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* Sets all of the game object properties needed to exist within this Group.
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*/
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private setObjectIDs(object, zIndex: number = -1) {
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// If the object is already in another Group, inform that Group it has left
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if (object.group !== null)
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{
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object.group.remove(object);
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}
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object.group = this;
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if (zIndex == -1)
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{
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zIndex = this.getNextZIndex();
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}
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object.z = zIndex;
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if (object['events'])
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{
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object['events'].onAddedToGroup.dispatch(object, this, object.z);
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}
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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 {class} 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 {any} 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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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(this.game));
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}
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else
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{
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this._member = 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 this._member;
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}
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}
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else
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{
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this._member = this.getFirstAvailable(objectClass);
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if (this._member != null)
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{
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return this._member;
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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(this.game));
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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 {Basic} object The Game Object you want to remove.
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* @param {boolean} splice Whether the object should be cut from the array entirely or not.
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*
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* @return {Basic} The removed object.
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*/
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public remove(object, splice: bool = false) {
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this._i = this.members.indexOf(object);
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if (this._i < 0 || (this._i >= 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(this._i, 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[this._i] = null;
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}
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if (object['events'])
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{
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object['events'].onRemovedFromGroup.dispatch(object, this);
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}
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object.group = null;
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object.z = -1;
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return object;
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}
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/**
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* Replaces an existing game object in this Group with a new one.
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*
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* @param {Basic} oldObject The object you want to replace.
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* @param {Basic} newObject The new object you want to use instead.
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*
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* @return {Basic} The new object.
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*/
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public replace(oldObject, newObject) {
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this._i = this.members.indexOf(oldObject);
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if (this._i < 0 || (this._i >= this.members.length))
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{
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return null;
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}
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this.setObjectIDs(newObject, this.members[this._i].z);
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// Null the old object
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this.remove(this.members[this._i]);
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this.members[this._i] = newObject;
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return newObject;
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}
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public swap(child1, child2, sort?: bool = true): bool {
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if (child1.group.ID != this.ID || child2.group.ID != this.ID || child1 === child2)
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{
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return false;
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}
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var tempZ: number = child1.z;
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child1.z = child2.z;
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child2.z = tempZ;
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if (sort)
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{
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this.sort();
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}
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return true;
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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 {string} index The <code>string</code> name of the member variable you want to sort on. Default value is "z".
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* @param {number} 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>.
|
|
*/
|
|
public sort(index: string = 'z', order: number = Group.ASCENDING) {
|
|
|
|
this._sortIndex = index;
|
|
this._sortOrder = order;
|
|
this.members.sort((a, b) => this.sortHandler(a, b));
|
|
|
|
}
|
|
|
|
/**
|
|
* Helper function for the sort process.
|
|
*
|
|
* @param {Basic} Obj1 The first object being sorted.
|
|
* @param {Basic} Obj2 The second object being sorted.
|
|
*
|
|
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
|
*/
|
|
public sortHandler(obj1, obj2): number {
|
|
|
|
if (obj1[this._sortIndex] < obj2[this._sortIndex])
|
|
{
|
|
return this._sortOrder;
|
|
}
|
|
else if (obj1[this._sortIndex] > obj2[this._sortIndex])
|
|
{
|
|
return -this._sortOrder;
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
/**
|
|
* Go through and set the specified variable to the specified value on all members of the group.
|
|
*
|
|
* @param {string} VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor".
|
|
* @param {Object} Value The value you want to assign to that variable.
|
|
* @param {boolean} 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.
|
|
*/
|
|
public setAll(variableName: string, value: Object, recurse: bool = true) {
|
|
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
this._member = this.members[this._i++];
|
|
|
|
if (this._member != null)
|
|
{
|
|
if (recurse && this._member.type == Phaser.Types.GROUP)
|
|
{
|
|
this._member.setAll(variableName, value, recurse);
|
|
}
|
|
else
|
|
{
|
|
this._member[variableName] = value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Go through and call the specified function on all members of the group.
|
|
* Currently only works on functions that have no required parameters.
|
|
*
|
|
* @param {string} FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()".
|
|
* @param {boolean} 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.
|
|
*/
|
|
public callAll(functionName: string, recurse: bool = true) {
|
|
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
this._member = this.members[this._i++];
|
|
|
|
if (this._member != null)
|
|
{
|
|
if (recurse && this._member.type == Phaser.Types.GROUP)
|
|
{
|
|
this._member.callAll(functionName, recurse);
|
|
}
|
|
else
|
|
{
|
|
this._member[functionName]();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param {function} callback
|
|
* @param {boolean} recursive
|
|
*/
|
|
public forEach(callback, recursive: bool = false) {
|
|
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
this._member = this.members[this._i++];
|
|
|
|
if (this._member != null)
|
|
{
|
|
if (recursive && this._member.type == Phaser.Types.GROUP)
|
|
{
|
|
this._member.forEach(callback, true);
|
|
}
|
|
else
|
|
{
|
|
callback.call(this, this._member);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* @param {any} context
|
|
* @param {function} callback
|
|
* @param {boolean} recursive
|
|
*/
|
|
public forEachAlive(context, callback, recursive: bool = false) {
|
|
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
this._member = this.members[this._i++];
|
|
|
|
if (this._member != null && this._member.alive)
|
|
{
|
|
if (recursive && this._member.type == Phaser.Types.GROUP)
|
|
{
|
|
this._member.forEachAlive(context, callback, true);
|
|
}
|
|
else
|
|
{
|
|
callback.call(context, this._member);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Call this function to retrieve the first object with exists == false in the group.
|
|
* This is handy for recycling in general, e.g. respawning enemies.
|
|
*
|
|
* @param {any} [ObjectClass] An optional parameter that lets you narrow the results to instances of this particular class.
|
|
*
|
|
* @return {any} A <code>Basic</code> currently flagged as not existing.
|
|
*/
|
|
public getFirstAvailable(objectClass = null) {
|
|
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
this._member = this.members[this._i++];
|
|
|
|
if ((this._member != null) && !this._member.exists && ((objectClass == null) || (typeof this._member === objectClass)))
|
|
{
|
|
return this._member;
|
|
}
|
|
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Call this function to retrieve the first index set to 'null'.
|
|
* Returns -1 if no index stores a null object.
|
|
*
|
|
* @return {number} An <code>int</code> indicating the first null slot in the group.
|
|
*/
|
|
public getFirstNull(): number {
|
|
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
if (this.members[this._i] == null)
|
|
{
|
|
return this._i;
|
|
}
|
|
else
|
|
{
|
|
this._i++;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
/**
|
|
* Call this function to retrieve the first object with exists == true in the group.
|
|
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
|
|
*
|
|
* @return {Basic} A <code>Basic</code> currently flagged as existing.
|
|
*/
|
|
public getFirstExtant() {
|
|
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
this._member = this.members[this._i++];
|
|
|
|
if (this._member != null && this._member.exists)
|
|
{
|
|
return this._member;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Call this function to retrieve the first object with dead == false in the group.
|
|
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
|
|
*
|
|
* @return {Basic} A <code>Basic</code> currently flagged as not dead.
|
|
*/
|
|
public getFirstAlive() {
|
|
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
this._member = this.members[this._i++];
|
|
|
|
if ((this._member != null) && this._member.exists && this._member.alive)
|
|
{
|
|
return this._member;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Call this function to retrieve the first object with dead == true in the group.
|
|
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
|
|
*
|
|
* @return {Basic} A <code>Basic</code> currently flagged as dead.
|
|
*/
|
|
public getFirstDead() {
|
|
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
this._member = this.members[this._i++];
|
|
|
|
if ((this._member != null) && !this._member.alive)
|
|
{
|
|
return this._member;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Call this function to find out how many members of the group are not dead.
|
|
*
|
|
* @return {number} The number of <code>Basic</code>s flagged as not dead. Returns -1 if group is empty.
|
|
*/
|
|
public countLiving(): number {
|
|
|
|
this._count = -1;
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
this._member = this.members[this._i++];
|
|
|
|
if (this._member != null)
|
|
{
|
|
if (this._count < 0)
|
|
{
|
|
this._count = 0;
|
|
}
|
|
|
|
if (this._member.exists && this._member.alive)
|
|
{
|
|
this._count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return this._count;
|
|
|
|
}
|
|
|
|
/**
|
|
* Call this function to find out how many members of the group are dead.
|
|
*
|
|
* @return {number} The number of <code>Basic</code>s flagged as dead. Returns -1 if group is empty.
|
|
*/
|
|
public countDead(): number {
|
|
|
|
this._count = -1;
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
this._member = this.members[this._i++];
|
|
|
|
if (this._member != null)
|
|
{
|
|
if (this._count < 0)
|
|
{
|
|
this._count = 0;
|
|
}
|
|
|
|
if (!this._member.alive)
|
|
{
|
|
this._count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return this._count;
|
|
|
|
}
|
|
|
|
/**
|
|
* Returns a member at random from the group.
|
|
*
|
|
* @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 {Basic} A <code>Basic</code> from the members list.
|
|
*/
|
|
public getRandom(startIndex: number = 0, length: number = 0) {
|
|
|
|
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() {
|
|
|
|
this._i = 0;
|
|
|
|
while (this._i < this.length)
|
|
{
|
|
this._member = this.members[this._i++];
|
|
|
|
if ((this._member != null) && this._member.exists)
|
|
{
|
|
this._member.kill();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |