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2073 lines
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2073 lines
60 KiB
HTML
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<h1 class="page-title">Source: core/Group.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 2013 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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* Phaser Group constructor.
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* @class Phaser.Group
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* @classdesc A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
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* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
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* @param {boolean} [useStage=false] - Should the DisplayObjectContainer this Group creates be added to the World (default, false) or direct to the Stage (true).
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*/
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Phaser.Group = function (game, parent, name, useStage) {
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if (typeof parent === 'undefined' || typeof parent === null)
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{
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parent = game.world;
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}
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if (typeof useStage === 'undefined')
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{
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useStage = false;
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}
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {string} name - A name for this Group. Not used internally but useful for debugging.
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*/
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this.name = name || 'group';
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if (useStage)
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{
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this._container = this.game.stage._stage;
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}
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else
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{
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this._container = new PIXI.DisplayObjectContainer();
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this._container.name = this.name;
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if (parent)
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{
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if (parent instanceof Phaser.Group)
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{
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parent._container.addChild(this._container);
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parent._container.updateTransform();
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}
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else
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{
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parent.addChild(this._container);
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parent.updateTransform();
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}
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}
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else
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{
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this.game.stage._stage.addChild(this._container);
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this.game.stage._stage.updateTransform();
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}
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}
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/**
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* @property {number} type - Internal Phaser Type value.
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* @protected
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*/
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this.type = Phaser.GROUP;
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/**
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* @property {boolean} exists - If exists is true the the Group is updated, otherwise it is skipped.
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* @default
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*/
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this.exists = true;
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/**
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* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
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*/
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this.scale = new Phaser.Point(1, 1);
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/**
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* The cursor is a simple way to iterate through the objects in a Group using the Group.next and Group.previous functions.
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* The cursor is set to the first child added to the Group and doesn't change unless you call next, previous or set it directly with Group.cursor.
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* @property {any} cursor - The current display object that the Group cursor is pointing to.
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*/
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this.cursor = null;
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};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Group.RETURN_NONE = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Group.RETURN_TOTAL = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Group.RETURN_CHILD = 2;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Group.SORT_ASCENDING = -1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Group.SORT_DESCENDING = 1;
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Phaser.Group.prototype = {
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/**
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* Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object.
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* The child is automatically added to the top of the Group, so renders on-top of everything else within the Group. If you need to control
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* that then see the addAt method.
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*
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* @see Phaser.Group#create
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* @see Phaser.Group#addAt
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* @method Phaser.Group#add
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* @param {*} child - An instance of Phaser.Sprite, Phaser.Button or any other display object..
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* @return {*} The child that was added to the Group.
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*/
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add: function (child) {
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if (child.group !== this)
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{
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child.group = this;
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
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this._container.addChild(child);
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child.updateTransform();
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if (this.cursor === null)
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{
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this.cursor = child;
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}
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}
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return child;
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},
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/**
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* Adds an existing object to this Group. The object can be an instance of Phaser.Sprite, Phaser.Button or any other display object.
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* The child is added to the Group at the location specified by the index value, this allows you to control child ordering.
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*
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* @method Phaser.Group#addAt
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* @param {*} child - An instance of Phaser.Sprite, Phaser.Button or any other display object..
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* @param {number} index - The index within the Group to insert the child to.
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* @return {*} The child that was added to the Group.
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*/
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addAt: function (child, index) {
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if (child.group !== this)
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{
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child.group = this;
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
|
|
|
|
this._container.addChildAt(child, index);
|
|
|
|
child.updateTransform();
|
|
|
|
if (this.cursor === null)
|
|
{
|
|
this.cursor = child;
|
|
}
|
|
}
|
|
|
|
return child;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the child found at the given index within this Group.
|
|
*
|
|
* @method Phaser.Group#getAt
|
|
* @param {number} index - The index to return the child from.
|
|
* @return {*} The child that was found at the given index.
|
|
*/
|
|
getAt: function (index) {
|
|
|
|
return this._container.getChildAt(index);
|
|
|
|
},
|
|
|
|
/**
|
|
* Automatically creates a new Phaser.Sprite object and adds it to the top of this Group.
|
|
* Useful if you don't need to create the Sprite instances before-hand.
|
|
*
|
|
* @method Phaser.Group#create
|
|
* @param {number} x - The x coordinate to display the newly created Sprite at. The value is in relation to the Group.x point.
|
|
* @param {number} y - The y coordinate to display the newly created Sprite at. The value is in relation to the Group.y point.
|
|
* @param {string} key - The Game.cache key of the image that this Sprite will use.
|
|
* @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
|
|
* @param {boolean} [exists=true] - The default exists state of the Sprite.
|
|
* @return {Phaser.Sprite} The child that was created.
|
|
*/
|
|
create: function (x, y, key, frame, exists) {
|
|
|
|
if (typeof exists == 'undefined') { exists = true; }
|
|
|
|
var child = new Phaser.Sprite(this.game, x, y, key, frame);
|
|
|
|
child.group = this;
|
|
child.exists = exists;
|
|
child.visible = exists;
|
|
child.alive = exists;
|
|
|
|
if (child.events)
|
|
{
|
|
child.events.onAddedToGroup.dispatch(child, this);
|
|
}
|
|
|
|
this._container.addChild(child);
|
|
|
|
child.updateTransform();
|
|
|
|
if (this.cursor === null)
|
|
{
|
|
this.cursor = child;
|
|
}
|
|
|
|
return child;
|
|
|
|
},
|
|
|
|
/**
|
|
* Automatically creates multiple Phaser.Sprite objects and adds them to the top of this Group.
|
|
* Useful if you need to quickly generate a pool of identical sprites, such as bullets. By default the sprites will be set to not exist
|
|
* and will be positioned at 0, 0 (relative to the Group.x/y)
|
|
*
|
|
* @method Phaser.Group#createMultiple
|
|
* @param {number} quantity - The number of Sprites to create.
|
|
* @param {string} key - The Game.cache key of the image that this Sprite will use.
|
|
* @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
|
|
* @param {boolean} [exists=false] - The default exists state of the Sprite.
|
|
*/
|
|
createMultiple: function (quantity, key, frame, exists) {
|
|
|
|
if (typeof exists == 'undefined') { exists = false; }
|
|
|
|
for (var i = 0; i < quantity; i++)
|
|
{
|
|
var child = new Phaser.Sprite(this.game, 0, 0, key, frame);
|
|
|
|
child.group = this;
|
|
child.exists = exists;
|
|
child.visible = exists;
|
|
child.alive = exists;
|
|
|
|
if (child.events)
|
|
{
|
|
child.events.onAddedToGroup.dispatch(child, this);
|
|
}
|
|
|
|
this._container.addChild(child);
|
|
child.updateTransform();
|
|
|
|
if (this.cursor === null)
|
|
{
|
|
this.cursor = child;
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Advances the Group cursor to the next object in the Group. If it's at the end of the Group it wraps around to the first object.
|
|
*
|
|
* @method Phaser.Group#next
|
|
*/
|
|
next: function () {
|
|
|
|
if (this.cursor)
|
|
{
|
|
// Wrap the cursor?
|
|
if (this.cursor == this._container.last)
|
|
{
|
|
this.cursor = this._container._iNext;
|
|
}
|
|
else
|
|
{
|
|
this.cursor = this.cursor._iNext;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Moves the Group cursor to the previous object in the Group. If it's at the start of the Group it wraps around to the last object.
|
|
*
|
|
* @method Phaser.Group#previous
|
|
*/
|
|
previous: function () {
|
|
|
|
if (this.cursor)
|
|
{
|
|
// Wrap the cursor?
|
|
if (this.cursor == this._container._iNext)
|
|
{
|
|
this.cursor = this._container.last;
|
|
}
|
|
else
|
|
{
|
|
this.cursor = this.cursor._iPrev;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
childTest: function (prefix, child) {
|
|
|
|
var s = prefix + ' next: ';
|
|
|
|
if (child._iNext)
|
|
{
|
|
s = s + child._iNext.name;
|
|
}
|
|
else
|
|
{
|
|
s = s + '-null-';
|
|
}
|
|
|
|
s = s + ' ' + prefix + ' prev: ';
|
|
|
|
if (child._iPrev)
|
|
{
|
|
s = s + child._iPrev.name;
|
|
}
|
|
else
|
|
{
|
|
s = s + '-null-';
|
|
}
|
|
|
|
console.log(s);
|
|
|
|
},
|
|
|
|
swapIndex: function (index1, index2) {
|
|
|
|
var child1 = this.getAt(index1);
|
|
var child2 = this.getAt(index2);
|
|
|
|
console.log('swapIndex ', index1, ' with ', index2);
|
|
|
|
this.swap(child1, child2);
|
|
|
|
},
|
|
|
|
/**
|
|
* Swaps the position of two children in this Group. Both children must be in this Group.
|
|
* You cannot swap a child with itself, or swap un-parented children, doing so will return false.
|
|
*
|
|
* @method Phaser.Group#swap
|
|
* @param {*} child1 - The first child to swap.
|
|
* @param {*} child2 - The second child to swap.
|
|
* @return {boolean} True if the swap was successful, otherwise false.
|
|
*/
|
|
swap: function (child1, child2) {
|
|
|
|
if (child1 === child2 || !child1.parent || !child2.parent || child1.group !== this || child2.group !== this)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Cache the values
|
|
var child1Prev = child1._iPrev;
|
|
var child1Next = child1._iNext;
|
|
var child2Prev = child2._iPrev;
|
|
var child2Next = child2._iNext;
|
|
|
|
var endNode = this._container.last._iNext;
|
|
var currentNode = this.game.stage._stage;
|
|
|
|
do
|
|
{
|
|
if (currentNode !== child1 && currentNode !== child2)
|
|
{
|
|
if (currentNode.first === child1)
|
|
{
|
|
currentNode.first = child2;
|
|
}
|
|
else if (currentNode.first === child2)
|
|
{
|
|
currentNode.first = child1;
|
|
}
|
|
|
|
if (currentNode.last === child1)
|
|
{
|
|
currentNode.last = child2;
|
|
}
|
|
else if (currentNode.last === child2)
|
|
{
|
|
currentNode.last = child1;
|
|
}
|
|
}
|
|
|
|
currentNode = currentNode._iNext;
|
|
}
|
|
while (currentNode != endNode)
|
|
|
|
if (child1._iNext == child2)
|
|
{
|
|
// This is a downward (A to B) neighbour swap
|
|
child1._iNext = child2Next;
|
|
child1._iPrev = child2;
|
|
child2._iNext = child1;
|
|
child2._iPrev = child1Prev;
|
|
|
|
if (child1Prev) { child1Prev._iNext = child2; }
|
|
if (child2Next) { child2Next._iPrev = child1; }
|
|
|
|
if (child1.__renderGroup)
|
|
{
|
|
child1.__renderGroup.updateTexture(child1);
|
|
}
|
|
|
|
if (child2.__renderGroup)
|
|
{
|
|
child2.__renderGroup.updateTexture(child2);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else if (child2._iNext == child1)
|
|
{
|
|
// This is an upward (B to A) neighbour swap
|
|
child1._iNext = child2;
|
|
child1._iPrev = child2Prev;
|
|
child2._iNext = child1Next;
|
|
child2._iPrev = child1;
|
|
|
|
if (child2Prev) { child2Prev._iNext = child1; }
|
|
if (child1Next) { child1Next._iPrev = child2; }
|
|
|
|
if (child1.__renderGroup)
|
|
{
|
|
child1.__renderGroup.updateTexture(child1);
|
|
}
|
|
|
|
if (child2.__renderGroup)
|
|
{
|
|
child2.__renderGroup.updateTexture(child2);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Children are far apart
|
|
child1._iNext = child2Next;
|
|
child1._iPrev = child2Prev;
|
|
child2._iNext = child1Next;
|
|
child2._iPrev = child1Prev;
|
|
|
|
if (child1Prev) { child1Prev._iNext = child2; }
|
|
if (child1Next) { child1Next._iPrev = child2; }
|
|
if (child2Prev) { child2Prev._iNext = child1; }
|
|
if (child2Next) { child2Next._iPrev = child1; }
|
|
|
|
if (child1.__renderGroup)
|
|
{
|
|
child1.__renderGroup.updateTexture(child1);
|
|
}
|
|
|
|
if (child2.__renderGroup)
|
|
{
|
|
child2.__renderGroup.updateTexture(child2);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Brings the given child to the top of this Group so it renders above all other children.
|
|
*
|
|
* @method Phaser.Group#bringToTop
|
|
* @param {*} child - The child to bring to the top of this Group.
|
|
* @return {*} The child that was moved.
|
|
*/
|
|
bringToTop: function (child) {
|
|
|
|
if (child.group === this)
|
|
{
|
|
this.remove(child);
|
|
this.add(child);
|
|
}
|
|
|
|
return child;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get the index position of the given child in this Group.
|
|
*
|
|
* @method Phaser.Group#getIndex
|
|
* @param {*} child - The child to get the index for.
|
|
* @return {number} The index of the child or -1 if it's not a member of this Group.
|
|
*/
|
|
getIndex: function (child) {
|
|
|
|
return this._container.children.indexOf(child);
|
|
|
|
},
|
|
|
|
/**
|
|
* Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group.
|
|
*
|
|
* @method Phaser.Group#replace
|
|
* @param {*} oldChild - The child in this Group that will be replaced.
|
|
* @param {*} newChild - The child to be inserted into this group.
|
|
*/
|
|
replace: function (oldChild, newChild) {
|
|
|
|
if (!this._container.first._iNext)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var index = this.getIndex(oldChild);
|
|
|
|
if (index != -1)
|
|
{
|
|
if (newChild.parent !== undefined)
|
|
{
|
|
newChild.events.onRemovedFromGroup.dispatch(newChild, this);
|
|
newChild.parent.removeChild(newChild);
|
|
}
|
|
|
|
this._container.removeChild(oldChild);
|
|
this._container.addChildAt(newChild, index);
|
|
|
|
newChild.events.onAddedToGroup.dispatch(newChild, this);
|
|
newChild.updateTransform();
|
|
|
|
if (this.cursor == oldChild)
|
|
{
|
|
this.cursor = this._container._iNext;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the given property to the given value on the child. The operation controls the assignment of the value.
|
|
*
|
|
* @method Phaser.Group#setProperty
|
|
* @param {*} child - The child to set the property value on.
|
|
* @param {array} key - An array of strings that make up the property that will be set.
|
|
* @param {*} value - The value that will be set.
|
|
* @param {number} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
|
|
*/
|
|
setProperty: function (child, key, value, operation) {
|
|
|
|
operation = operation || 0;
|
|
|
|
// As ugly as this approach looks, and although it's limited to a depth of only 4, it's extremely fast.
|
|
// Much faster than a for loop or object iteration. There are no checks, so if the key isn't valid then it'll fail
|
|
// but as you are likely to call this from inner loops that have to perform well, I'll take that trade off.
|
|
|
|
// 0 = Equals
|
|
// 1 = Add
|
|
// 2 = Subtract
|
|
// 3 = Multiply
|
|
// 4 = Divide
|
|
|
|
var len = key.length;
|
|
|
|
if (len == 1)
|
|
{
|
|
if (operation === 0) { child[key[0]] = value; }
|
|
else if (operation == 1) { child[key[0]] += value; }
|
|
else if (operation == 2) { child[key[0]] -= value; }
|
|
else if (operation == 3) { child[key[0]] *= value; }
|
|
else if (operation == 4) { child[key[0]] /= value; }
|
|
}
|
|
else if (len == 2)
|
|
{
|
|
if (operation === 0) { child[key[0]][key[1]] = value; }
|
|
else if (operation == 1) { child[key[0]][key[1]] += value; }
|
|
else if (operation == 2) { child[key[0]][key[1]] -= value; }
|
|
else if (operation == 3) { child[key[0]][key[1]] *= value; }
|
|
else if (operation == 4) { child[key[0]][key[1]] /= value; }
|
|
}
|
|
else if (len == 3)
|
|
{
|
|
if (operation === 0) { child[key[0]][key[1]][key[2]] = value; }
|
|
else if (operation == 1) { child[key[0]][key[1]][key[2]] += value; }
|
|
else if (operation == 2) { child[key[0]][key[1]][key[2]] -= value; }
|
|
else if (operation == 3) { child[key[0]][key[1]][key[2]] *= value; }
|
|
else if (operation == 4) { child[key[0]][key[1]][key[2]] /= value; }
|
|
}
|
|
else if (len == 4)
|
|
{
|
|
if (operation === 0) { child[key[0]][key[1]][key[2]][key[3]] = value; }
|
|
else if (operation == 1) { child[key[0]][key[1]][key[2]][key[3]] += value; }
|
|
else if (operation == 2) { child[key[0]][key[1]][key[2]][key[3]] -= value; }
|
|
else if (operation == 3) { child[key[0]][key[1]][key[2]][key[3]] *= value; }
|
|
else if (operation == 4) { child[key[0]][key[1]][key[2]][key[3]] /= value; }
|
|
}
|
|
|
|
// TODO - Deep property scane
|
|
|
|
},
|
|
|
|
/**
|
|
* This function allows you to quickly set the same property across all children of this Group to a new value.
|
|
* The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication.
|
|
*
|
|
* @method Phaser.Group#setAll
|
|
* @param {string} key - The property, as a string, to be set. For example: 'body.velocity.x'
|
|
* @param {*} value - The value that will be set.
|
|
* @param {boolean} [checkAlive=false] - If set then only children with alive=true will be updated.
|
|
* @param {boolean} [checkVisible=false] - If set then only children with visible=true will be updated.
|
|
* @param {number} [operation=0] - Controls how the value is assigned. A value of 0 replaces the value with the new one. A value of 1 adds it, 2 subtracts it, 3 multiplies it and 4 divides it.
|
|
*/
|
|
setAll: function (key, value, checkAlive, checkVisible, operation) {
|
|
|
|
key = key.split('.');
|
|
|
|
if (typeof checkAlive === 'undefined') { checkAlive = false; }
|
|
if (typeof checkVisible === 'undefined') { checkVisible = false; }
|
|
|
|
operation = operation || 0;
|
|
|
|
if (this._container.children.length > 0 && this._container.first._iNext)
|
|
{
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
do
|
|
{
|
|
if ((checkAlive === false || (checkAlive && currentNode.alive)) && (checkVisible === false || (checkVisible && currentNode.visible)))
|
|
{
|
|
this.setProperty(currentNode, key, value, operation);
|
|
}
|
|
|
|
currentNode = currentNode._iNext;
|
|
}
|
|
while (currentNode != this._container.last._iNext)
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds the amount to the given property on all children in this Group.
|
|
* Group.addAll('x', 10) will add 10 to the child.x value.
|
|
*
|
|
* @method Phaser.Group#addAll
|
|
* @param {string} property - The property to increment, for example 'body.velocity.x' or 'angle'.
|
|
* @param {number} amount - The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50.
|
|
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
|
|
* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.
|
|
*/
|
|
addAll: function (property, amount, checkAlive, checkVisible) {
|
|
|
|
this.setAll(property, amount, checkAlive, checkVisible, 1);
|
|
|
|
},
|
|
|
|
/**
|
|
* Subtracts the amount from the given property on all children in this Group.
|
|
* Group.subAll('x', 10) will minus 10 from the child.x value.
|
|
*
|
|
* @method Phaser.Group#subAll
|
|
* @param {string} property - The property to decrement, for example 'body.velocity.x' or 'angle'.
|
|
* @param {number} amount - The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10.
|
|
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
|
|
* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.
|
|
*/
|
|
subAll: function (property, amount, checkAlive, checkVisible) {
|
|
|
|
this.setAll(property, amount, checkAlive, checkVisible, 2);
|
|
|
|
},
|
|
|
|
/**
|
|
* Multiplies the given property by the amount on all children in this Group.
|
|
* Group.multiplyAll('x', 2) will x2 the child.x value.
|
|
*
|
|
* @method Phaser.Group#multiplyAll
|
|
* @param {string} property - The property to multiply, for example 'body.velocity.x' or 'angle'.
|
|
* @param {number} amount - The amount to multiply the property by. If child.x = 10 then multiplyAll('x', 2) would make child.x = 20.
|
|
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
|
|
* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.
|
|
*/
|
|
multiplyAll: function (property, amount, checkAlive, checkVisible) {
|
|
|
|
this.setAll(property, amount, checkAlive, checkVisible, 3);
|
|
|
|
},
|
|
|
|
/**
|
|
* Divides the given property by the amount on all children in this Group.
|
|
* Group.divideAll('x', 2) will half the child.x value.
|
|
*
|
|
* @method Phaser.Group#divideAll
|
|
* @param {string} property - The property to divide, for example 'body.velocity.x' or 'angle'.
|
|
* @param {number} amount - The amount to divide the property by. If child.x = 100 then divideAll('x', 2) would make child.x = 50.
|
|
* @param {boolean} checkAlive - If true the property will only be changed if the child is alive.
|
|
* @param {boolean} checkVisible - If true the property will only be changed if the child is visible.
|
|
*/
|
|
divideAll: function (property, amount, checkAlive, checkVisible) {
|
|
|
|
this.setAll(property, amount, checkAlive, checkVisible, 4);
|
|
|
|
},
|
|
|
|
/**
|
|
* Calls a function on all of the children that have exists=true in this Group.
|
|
* After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback.
|
|
*
|
|
* @method Phaser.Group#callAllExists
|
|
* @param {function} callback - The function that exists on the children that will be called.
|
|
* @param {boolean} existsValue - Only children with exists=existsValue will be called.
|
|
* @param {...*} parameter - Additional parameters that will be passed to the callback.
|
|
*/
|
|
callAllExists: function (callback, existsValue) {
|
|
|
|
var args = Array.prototype.splice.call(arguments, 2);
|
|
|
|
if (this._container.children.length > 0 && this._container.first._iNext)
|
|
{
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
do
|
|
{
|
|
if (currentNode.exists == existsValue && currentNode[callback])
|
|
{
|
|
currentNode[callback].apply(currentNode, args);
|
|
}
|
|
|
|
currentNode = currentNode._iNext;
|
|
}
|
|
while (currentNode != this._container.last._iNext)
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Calls a function on all of the children that have exists=true in this Group.
|
|
*
|
|
* @method Phaser.Group#callbackFromArray
|
|
* @param {object} child - The object to inspect.
|
|
* @param {array} callback - The array of function names.
|
|
* @param {number} length - The size of the array (pre-calculated in callAll).
|
|
* @protected
|
|
*/
|
|
callbackFromArray: function (child, callback, length) {
|
|
|
|
// Kinda looks like a Christmas tree
|
|
|
|
if (length == 1)
|
|
{
|
|
if (child[callback[0]])
|
|
{
|
|
return child[callback[0]];
|
|
}
|
|
}
|
|
else if (length == 2)
|
|
{
|
|
if (child[callback[0]][callback[1]])
|
|
{
|
|
return child[callback[0]][callback[1]];
|
|
}
|
|
}
|
|
else if (length == 3)
|
|
{
|
|
if (child[callback[0]][callback[1]][callback[2]])
|
|
{
|
|
return child[callback[0]][callback[1]][callback[2]];
|
|
}
|
|
}
|
|
else if (length == 4)
|
|
{
|
|
if (child[callback[0]][callback[1]][callback[2]][callback[3]])
|
|
{
|
|
return child[callback[0]][callback[1]][callback[2]][callback[3]];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (child[callback])
|
|
{
|
|
return child[callback];
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that)
|
|
* After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child.
|
|
*
|
|
* @method Phaser.Group#callAll
|
|
* @param {string} method - A string containing the name of the function that will be called. The function must exist on the child.
|
|
* @param {string} [context=''] - A string containing the context under which the method will be executed. Leave to '' to default to the child.
|
|
* @param {...*} parameter - Additional parameters that will be passed to the method.
|
|
*/
|
|
callAll: function (method, context) {
|
|
|
|
if (typeof method === 'undefined')
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Extract the method into an array
|
|
method = method.split('.');
|
|
|
|
var methodLength = method.length;
|
|
|
|
if (typeof context === 'undefined')
|
|
{
|
|
context = null;
|
|
}
|
|
else
|
|
{
|
|
// Extract the context into an array
|
|
if (typeof context === 'string')
|
|
{
|
|
context = context.split('.');
|
|
var contextLength = context.length;
|
|
}
|
|
}
|
|
|
|
var args = Array.prototype.splice.call(arguments, 2);
|
|
var callback = null;
|
|
var callbackContext = null;
|
|
|
|
if (this._container.children.length > 0 && this._container.first._iNext)
|
|
{
|
|
var child = this._container.first._iNext;
|
|
|
|
do
|
|
{
|
|
callback = this.callbackFromArray(child, method, methodLength);
|
|
|
|
if (context && callback)
|
|
{
|
|
callbackContext = this.callbackFromArray(child, context, contextLength);
|
|
|
|
if (callback)
|
|
{
|
|
callback.apply(callbackContext, args);
|
|
}
|
|
}
|
|
else if (callback)
|
|
{
|
|
callback.apply(child, args);
|
|
}
|
|
|
|
child = child._iNext;
|
|
}
|
|
while (child != this._container.last._iNext)
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Allows you to call your own function on each member of this Group. You must pass the callback and context in which it will run.
|
|
* After the checkExists parameter you can add as many parameters as you like, which will all be passed to the callback along with the child.
|
|
* For example: Group.forEach(awardBonusGold, this, true, 100, 500)
|
|
*
|
|
* @method Phaser.Group#forEach
|
|
* @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter.
|
|
* @param {Object} callbackContext - The context in which the function should be called (usually 'this').
|
|
* @param {boolean} checkExists - If set only children with exists=true will be passed to the callback, otherwise all children will be passed.
|
|
*/
|
|
forEach: function (callback, callbackContext, checkExists) {
|
|
|
|
if (typeof checkExists === 'undefined')
|
|
{
|
|
checkExists = false;
|
|
}
|
|
|
|
var args = Array.prototype.splice.call(arguments, 3);
|
|
args.unshift(null);
|
|
|
|
if (this._container.children.length > 0 && this._container.first._iNext)
|
|
{
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
do
|
|
{
|
|
if (checkExists === false || (checkExists && currentNode.exists))
|
|
{
|
|
args[0] = currentNode;
|
|
callback.apply(callbackContext, args);
|
|
}
|
|
|
|
currentNode = currentNode._iNext;
|
|
}
|
|
while (currentNode != this._container.last._iNext);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Allows you to call your own function on each alive member of this Group (where child.alive=true). You must pass the callback and context in which it will run.
|
|
* You can add as many parameters as you like, which will all be passed to the callback along with the child.
|
|
* For example: Group.forEachAlive(causeDamage, this, 500)
|
|
*
|
|
* @method Phaser.Group#forEachAlive
|
|
* @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter.
|
|
* @param {Object} callbackContext - The context in which the function should be called (usually 'this').
|
|
*/
|
|
forEachExists: function (callback, callbackContext) {
|
|
|
|
var args = Array.prototype.splice.call(arguments, 2);
|
|
args.unshift(null);
|
|
|
|
this.iterate('exists', true, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);
|
|
|
|
},
|
|
|
|
/**
|
|
* Allows you to call your own function on each alive member of this Group (where child.alive=true). You must pass the callback and context in which it will run.
|
|
* You can add as many parameters as you like, which will all be passed to the callback along with the child.
|
|
* For example: Group.forEachAlive(causeDamage, this, 500)
|
|
*
|
|
* @method Phaser.Group#forEachAlive
|
|
* @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter.
|
|
* @param {Object} callbackContext - The context in which the function should be called (usually 'this').
|
|
*/
|
|
forEachAlive: function (callback, callbackContext) {
|
|
|
|
var args = Array.prototype.splice.call(arguments, 2);
|
|
args.unshift(null);
|
|
|
|
this.iterate('alive', true, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);
|
|
|
|
},
|
|
|
|
/**
|
|
* Allows you to call your own function on each dead member of this Group (where alive=false). You must pass the callback and context in which it will run.
|
|
* You can add as many parameters as you like, which will all be passed to the callback along with the child.
|
|
* For example: Group.forEachDead(bringToLife, this)
|
|
*
|
|
* @method Phaser.Group#forEachDead
|
|
* @param {function} callback - The function that will be called. Each child of the Group will be passed to it as its first parameter.
|
|
* @param {Object} callbackContext - The context in which the function should be called (usually 'this').
|
|
*/
|
|
forEachDead: function (callback, callbackContext) {
|
|
|
|
var args = Array.prototype.splice.call(arguments, 2);
|
|
args.unshift(null);
|
|
|
|
this.iterate('alive', false, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);
|
|
|
|
},
|
|
|
|
/**
|
|
* Call this function to sort the group according to a particular value and order.
|
|
* For example to depth sort Sprites for Zelda-style game you might call `group.sort('y', Phaser.Group.SORT_ASCENDING)` at the bottom of your `State.update()`.
|
|
*
|
|
* @method Phaser.Group#sort
|
|
* @param {string} [index='y'] - The `string` name of the property you want to sort on.
|
|
* @param {number} [order=Phaser.Group.SORT_ASCENDING] - The `Group` constant that defines the sort order. Possible values are Phaser.Group.SORT_ASCENDING and Phaser.Group.SORT_DESCENDING.
|
|
*/
|
|
sort: function (index, order) {
|
|
|
|
if (typeof index === 'undefined') { index = 'y'; }
|
|
if (typeof order === 'undefined') { order = Phaser.Group.SORT_ASCENDING; }
|
|
|
|
var swapped;
|
|
var temp;
|
|
|
|
do {
|
|
|
|
swapped = false;
|
|
|
|
for (var i = 0, len = this._container.children.length - 1; i < len; i++)
|
|
{
|
|
if (order == Phaser.Group.SORT_ASCENDING)
|
|
{
|
|
if (this._container.children[i][index] > this._container.children[i + 1][index])
|
|
{
|
|
this.swap(this.getAt(i), this.getAt(i + 1));
|
|
temp = this._container.children[i];
|
|
this._container.children[i] = this._container.children[i + 1];
|
|
this._container.children[i + 1] = temp;
|
|
swapped = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this._container.children[i][index] < this._container.children[i + 1][index])
|
|
{
|
|
this.swap(this.getAt(i), this.getAt(i + 1));
|
|
temp = this._container.children[i];
|
|
this._container.children[i] = this._container.children[i + 1];
|
|
this._container.children[i + 1] = temp;
|
|
swapped = true;
|
|
}
|
|
}
|
|
}
|
|
} while (swapped);
|
|
|
|
},
|
|
|
|
/**
|
|
* Iterates over the children of the Group. When a child has a property matching key that equals the given value, it is considered as a match.
|
|
* Matched children can be sent to the optional callback, or simply returned or counted.
|
|
* You can add as many callback parameters as you like, which will all be passed to the callback along with the child, after the callbackContext parameter.
|
|
*
|
|
* @method Phaser.Group#iterate
|
|
* @param {string} key - The child property to check, i.e. 'exists', 'alive', 'health'
|
|
* @param {any} value - If child.key === this value it will be considered a match. Note that a strict comparison is used.
|
|
* @param {number} returnType - How to return the data from this method. Either Phaser.Group.RETURN_NONE, Phaser.Group.RETURN_TOTAL or Phaser.Group.RETURN_CHILD.
|
|
* @param {function} [callback=null] - Optional function that will be called on each matching child. Each child of the Group will be passed to it as its first parameter.
|
|
* @param {Object} [callbackContext] - The context in which the function should be called (usually 'this').
|
|
*/
|
|
iterate: function (key, value, returnType, callback, callbackContext, args) {
|
|
|
|
if (returnType == Phaser.Group.RETURN_TOTAL && this._container.children.length === 0)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
if (typeof callback === 'undefined')
|
|
{
|
|
callback = false;
|
|
}
|
|
|
|
var total = 0;
|
|
|
|
if (this._container.children.length > 0 && this._container.first._iNext)
|
|
{
|
|
var currentNode = this._container.first._iNext;
|
|
|
|
do
|
|
{
|
|
if (currentNode[key] === value)
|
|
{
|
|
total++;
|
|
|
|
if (callback)
|
|
{
|
|
args[0] = currentNode;
|
|
callback.apply(callbackContext, args);
|
|
}
|
|
|
|
if (returnType == Phaser.Group.RETURN_CHILD)
|
|
{
|
|
return currentNode;
|
|
}
|
|
}
|
|
|
|
currentNode = currentNode._iNext;
|
|
}
|
|
while (currentNode != this._container.last._iNext);
|
|
}
|
|
|
|
if (returnType == Phaser.Group.RETURN_TOTAL)
|
|
{
|
|
return total;
|
|
}
|
|
else if (returnType == Phaser.Group.RETURN_CHILD)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Call this function to retrieve the first object with exists == (the given state) in the Group.
|
|
*
|
|
* @method Phaser.Group#getFirstExists
|
|
* @param {boolean} state - True or false.
|
|
* @return {Any} The first child, or null if none found.
|
|
*/
|
|
getFirstExists: function (state) {
|
|
|
|
if (typeof state !== 'boolean')
|
|
{
|
|
state = true;
|
|
}
|
|
|
|
return this.iterate('exists', state, Phaser.Group.RETURN_CHILD);
|
|
|
|
},
|
|
|
|
/**
|
|
* Call this function to retrieve the first object with alive === true in the group.
|
|
* This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
|
|
*
|
|
* @method Phaser.Group#getFirstAlive
|
|
* @return {Any} The first alive child, or null if none found.
|
|
*/
|
|
getFirstAlive: function () {
|
|
|
|
return this.iterate('alive', true, Phaser.Group.RETURN_CHILD);
|
|
|
|
},
|
|
|
|
/**
|
|
* Call this function to retrieve the first object with alive === false in the group.
|
|
* This is handy for checking if everything has been wiped out, or choosing a squad leader, etc.
|
|
*
|
|
* @method Phaser.Group#getFirstDead
|
|
* @return {Any} The first dead child, or null if none found.
|
|
*/
|
|
getFirstDead: function () {
|
|
|
|
return this.iterate('alive', false, Phaser.Group.RETURN_CHILD);
|
|
|
|
},
|
|
|
|
/**
|
|
* Call this function to find out how many members of the group are alive.
|
|
*
|
|
* @method Phaser.Group#countLiving
|
|
* @return {number} The number of children flagged as alive. Returns -1 if Group is empty.
|
|
*/
|
|
countLiving: function () {
|
|
|
|
return this.iterate('alive', true, Phaser.Group.RETURN_TOTAL);
|
|
|
|
},
|
|
|
|
/**
|
|
* Call this function to find out how many members of the group are dead.
|
|
*
|
|
* @method Phaser.Group#countDead
|
|
* @return {number} The number of children flagged as dead. Returns -1 if Group is empty.
|
|
*/
|
|
countDead: function () {
|
|
|
|
return this.iterate('alive', false, Phaser.Group.RETURN_TOTAL);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns a member at random from the group.
|
|
*
|
|
* @method Phaser.Group#getRandom
|
|
* @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 {Any} A random child of this Group.
|
|
*/
|
|
getRandom: function (startIndex, length) {
|
|
|
|
if (this._container.children.length === 0)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
startIndex = startIndex || 0;
|
|
length = length || this._container.children.length;
|
|
|
|
return this.game.math.getRandom(this._container.children, startIndex, length);
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes the given child from this Group and sets its group property to null.
|
|
*
|
|
* @method Phaser.Group#remove
|
|
* @param {Any} child - The child to remove.
|
|
* @return {boolean} true if the child was removed from this Group, otherwise false.
|
|
*/
|
|
remove: function (child) {
|
|
|
|
if (child.group !== this)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (child.events)
|
|
{
|
|
child.events.onRemovedFromGroup.dispatch(child, this);
|
|
}
|
|
|
|
// Check it's actually in the container
|
|
if (child.parent === this._container)
|
|
{
|
|
this._container.removeChild(child);
|
|
}
|
|
|
|
if (this.cursor == child)
|
|
{
|
|
if (this._container._iNext)
|
|
{
|
|
this.cursor = this._container._iNext;
|
|
}
|
|
else
|
|
{
|
|
this.cursor = null;
|
|
}
|
|
}
|
|
|
|
child.group = null;
|
|
|
|
return true;
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes all children from this Group, setting all group properties to null.
|
|
* The Group container remains on the display list.
|
|
*
|
|
* @method Phaser.Group#removeAll
|
|
*/
|
|
removeAll: function () {
|
|
|
|
if (this._container.children.length === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
do
|
|
{
|
|
if (this._container.children[0].events)
|
|
{
|
|
this._container.children[0].events.onRemovedFromGroup.dispatch(this._container.children[0], this);
|
|
}
|
|
this._container.removeChild(this._container.children[0]);
|
|
}
|
|
while (this._container.children.length > 0);
|
|
|
|
this.cursor = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes all children from this Group whos index falls beteen the given startIndex and endIndex values.
|
|
*
|
|
* @method Phaser.Group#removeBetween
|
|
* @param {number} startIndex - The index to start removing children from.
|
|
* @param {number} endIndex - The index to stop removing children from. Must be higher than startIndex and less than the length of the Group.
|
|
*/
|
|
removeBetween: function (startIndex, endIndex) {
|
|
|
|
if (this._container.children.length === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (startIndex > endIndex || startIndex < 0 || endIndex > this._container.children.length)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for (var i = startIndex; i < endIndex; i++)
|
|
{
|
|
var child = this._container.children[i];
|
|
child.events.onRemovedFromGroup.dispatch(child, this);
|
|
this._container.removeChild(child);
|
|
|
|
if (this.cursor == child)
|
|
{
|
|
if (this._container._iNext)
|
|
{
|
|
this.cursor = this._container._iNext;
|
|
}
|
|
else
|
|
{
|
|
this.cursor = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Destroys this Group. Removes all children, then removes the container from the display list and nulls references.
|
|
*
|
|
* @method Phaser.Group#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.removeAll();
|
|
|
|
this._container.parent.removeChild(this._container);
|
|
|
|
this._container = null;
|
|
|
|
this.game = null;
|
|
|
|
this.exists = false;
|
|
|
|
this.cursor = null;
|
|
|
|
},
|
|
|
|
validate: function () {
|
|
|
|
var testObject = this.game.stage._stage.last._iNext;
|
|
var displayObject = this.game.stage._stage;
|
|
var nextObject = null;
|
|
var prevObject = null;
|
|
var count = 0;
|
|
|
|
do
|
|
{
|
|
if (count > 0)
|
|
{
|
|
// check next
|
|
if (displayObject !== nextObject)
|
|
{
|
|
console.log('check next fail');
|
|
return false;
|
|
}
|
|
|
|
// check previous
|
|
if (displayObject._iPrev !== prevObject)
|
|
{
|
|
console.log('check previous fail');
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Set the next object
|
|
nextObject = displayObject._iNext;
|
|
prevObject = displayObject;
|
|
|
|
displayObject = displayObject._iNext;
|
|
|
|
count++;
|
|
|
|
}
|
|
while(displayObject != testObject)
|
|
|
|
return true;
|
|
|
|
},
|
|
|
|
/**
|
|
* Dumps out a list of Group children and their index positions to the browser console. Useful for group debugging.
|
|
*
|
|
* @method Phaser.Group#dump
|
|
* @param {boolean} [full=false] - If full the dump will include the entire display list, start from the Stage. Otherwise it will only include this container.
|
|
*/
|
|
dump: function (full) {
|
|
|
|
if (typeof full == 'undefined')
|
|
{
|
|
full = false;
|
|
}
|
|
|
|
var spacing = 20;
|
|
var output = "\n" + Phaser.Utils.pad('Node', spacing) + "|" + Phaser.Utils.pad('Next', spacing) + "|" + Phaser.Utils.pad('Previous', spacing) + "|" + Phaser.Utils.pad('First', spacing) + "|" + Phaser.Utils.pad('Last', spacing);
|
|
|
|
console.log(output);
|
|
|
|
var output = Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing) + "|" + Phaser.Utils.pad('----------', spacing);
|
|
console.log(output);
|
|
|
|
if (full)
|
|
{
|
|
var testObject = this.game.stage._stage.last._iNext;
|
|
var displayObject = this.game.stage._stage;
|
|
}
|
|
else
|
|
{
|
|
var testObject = this._container.last._iNext;
|
|
var displayObject = this._container;
|
|
}
|
|
|
|
do
|
|
{
|
|
var name = displayObject.name || '*';
|
|
|
|
if (this.cursor == displayObject)
|
|
{
|
|
var name = '> ' + name;
|
|
}
|
|
|
|
var nameNext = '-';
|
|
var namePrev = '-';
|
|
var nameFirst = '-';
|
|
var nameLast = '-';
|
|
|
|
if (displayObject._iNext)
|
|
{
|
|
nameNext = displayObject._iNext.name;
|
|
}
|
|
|
|
if (displayObject._iPrev)
|
|
{
|
|
namePrev = displayObject._iPrev.name;
|
|
}
|
|
|
|
if (displayObject.first)
|
|
{
|
|
nameFirst = displayObject.first.name;
|
|
}
|
|
|
|
if (displayObject.last)
|
|
{
|
|
nameLast = displayObject.last.name;
|
|
}
|
|
|
|
if (typeof nameNext === 'undefined')
|
|
{
|
|
nameNext = '-';
|
|
}
|
|
|
|
if (typeof namePrev === 'undefined')
|
|
{
|
|
namePrev = '-';
|
|
}
|
|
|
|
if (typeof nameFirst === 'undefined')
|
|
{
|
|
nameFirst = '-';
|
|
}
|
|
|
|
if (typeof nameLast === 'undefined')
|
|
{
|
|
nameLast = '-';
|
|
}
|
|
|
|
var output = Phaser.Utils.pad(name, spacing) + "|" + Phaser.Utils.pad(nameNext, spacing) + "|" + Phaser.Utils.pad(namePrev, spacing) + "|" + Phaser.Utils.pad(nameFirst, spacing) + "|" + Phaser.Utils.pad(nameLast, spacing);
|
|
console.log(output);
|
|
|
|
displayObject = displayObject._iNext;
|
|
|
|
}
|
|
while(displayObject != testObject)
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @name Phaser.Group#total
|
|
* @property {number} total - The total number of children in this Group, regardless of their alive state.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Group.prototype, "total", {
|
|
|
|
get: function () {
|
|
return this.iterate('exists', true, Phaser.Group.RETURN_TOTAL);
|
|
// return this._container.children.length;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Group#length
|
|
* @property {number} length - The number of children in this Group.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Group.prototype, "length", {
|
|
|
|
get: function () {
|
|
return this.iterate('exists', true, Phaser.Group.RETURN_TOTAL);
|
|
// return this._container.children.length;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The x coordinate of the Group container. You can adjust the Group container itself by modifying its coordinates.
|
|
* This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.
|
|
* @name Phaser.Group#x
|
|
* @property {number} x - The x coordinate of the Group container.
|
|
*/
|
|
Object.defineProperty(Phaser.Group.prototype, "x", {
|
|
|
|
get: function () {
|
|
return this._container.position.x;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._container.position.x = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The y coordinate of the Group container. You can adjust the Group container itself by modifying its coordinates.
|
|
* This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position.
|
|
* @name Phaser.Group#y
|
|
* @property {number} y - The y coordinate of the Group container.
|
|
*/
|
|
Object.defineProperty(Phaser.Group.prototype, "y", {
|
|
|
|
get: function () {
|
|
return this._container.position.y;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._container.position.y = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The angle of rotation of the Group container. This will adjust the Group container itself by modifying its rotation.
|
|
* This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.
|
|
* @name Phaser.Group#angle
|
|
* @property {number} angle - The angle of rotation given in degrees, where 0 degrees = to the right.
|
|
*/
|
|
Object.defineProperty(Phaser.Group.prototype, "angle", {
|
|
|
|
get: function() {
|
|
return Phaser.Math.radToDeg(this._container.rotation);
|
|
},
|
|
|
|
set: function(value) {
|
|
this._container.rotation = Phaser.Math.degToRad(value);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The angle of rotation of the Group container. This will adjust the Group container itself by modifying its rotation.
|
|
* This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position.
|
|
* @name Phaser.Group#rotation
|
|
* @property {number} rotation - The angle of rotation given in radians.
|
|
*/
|
|
Object.defineProperty(Phaser.Group.prototype, "rotation", {
|
|
|
|
get: function () {
|
|
return this._container.rotation;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._container.rotation = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Group#visible
|
|
* @property {boolean} visible - The visible state of the Group. Non-visible Groups and all of their children are not rendered.
|
|
*/
|
|
Object.defineProperty(Phaser.Group.prototype, "visible", {
|
|
|
|
get: function () {
|
|
return this._container.visible;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._container.visible = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Group#alpha
|
|
* @property {number} alpha - The alpha value of the Group container.
|
|
*/
|
|
Object.defineProperty(Phaser.Group.prototype, "alpha", {
|
|
|
|
get: function () {
|
|
return this._container.alpha;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._container.alpha = value;
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
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|
|
|
|
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</div>
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|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</div>
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