mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
341 lines
No EOL
7.1 KiB
PHP
341 lines
No EOL
7.1 KiB
PHP
<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png');
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game.load.image('carrot', 'assets/sprites/carrot.png');
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}
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var s;
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var a;
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var b;
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var c;
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var d;
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var e;
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var f;
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var g;
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var h;
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var i;
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var tests;
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function create() {
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s = game.add.sprite(600, 100, 'sonic');
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s.name = 'X';
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a = game.add.child(s, -70, 200, 'sonic');
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b = game.add.child(s, -140, 200, 'sonic');
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c = game.add.child(s, -210, 200, 'sonic');
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d = game.add.child(s, -280, 200, 'sonic');
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e = game.add.child(s, -350, 200, 'sonic');
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f = game.add.child(s, -420, 200, 'sonic');
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g = game.add.child(f, -50, 0, 'carrot');
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h = game.add.child(f, -80, 0, 'carrot');
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i = game.add.child(f, -110, 0, 'carrot');
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a.name = 'A';
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b.name = 'B';
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c.name = 'C';
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d.name = 'D';
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e.name = 'E';
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f.name = 'F';
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g.name = 'g';
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h.name = 'h';
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i.name = 'i';
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tests = [a,b,c,d,e,f,g,h,i];
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game.input.onUp.add(runChange, this);
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scanList(game.world._stage);
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}
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function runChange () {
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changeOrder(a, h);
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}
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function changeOrder (node1, node2) {
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if (node1 === node2 || !node1.parent || !node2.parent)
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{
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console.warn("You cannot swap a node with itself or swap un-parented nodes");
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return;
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}
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console.log('Changing order of', node1.name,'and',node2.name);
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// var index1 = s.children.indexOf(node1);
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// var index2 = s.children.indexOf(node2);
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// if (index1 !== -1 && index2 !== -1)
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// {
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// Cache the node values
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var node1Prev = node1._iPrev;
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var node1Next = node1._iNext;
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var node2Prev = node2._iPrev;
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var node2Next = node2._iNext;
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// Now deep scan search and replace
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var currentNode = game.world._stage;
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var endNode = currentNode.last._iNext;
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currentNode = currentNode.first;
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do
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{
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if (currentNode !== node1 && currentNode !== node2)
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{
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if (currentNode.first === node1)
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{
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currentNode.first = node2;
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}
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else if (currentNode.first === node2)
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{
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currentNode.first = node1;
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}
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if (currentNode.last === node1)
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{
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currentNode.last = node2;
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}
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else if (currentNode.last === node2)
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{
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currentNode.last = node1;
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}
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != endNode)
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// Check for neighbours (cater for any order parameters)
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if (node1._iNext == node2)
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{
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console.log('A-B neighbour swap');
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// Starting
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// Node 1 (A) Node 2 (B) X C
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// Next: B Next: C Next: A Next: D
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// Prev: X Prev: A Prev: - Prev: B
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// Ending
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// Node 1 (A) Node 2 (B) X C
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// Next: C Next: A Next: B Next: D
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// Prev: B Prev: X Prev: - Prev: A
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node1._iNext = node2Next;
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node1._iPrev = node2;
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node2._iNext = node1;
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node2._iPrev = node1Prev;
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// Notify the head and tail
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if (node1Prev)
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{
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node1Prev._iNext = node2;
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}
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if (node2Next)
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{
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node2Next._iPrev = node1;
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}
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}
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else if (node2._iNext == node1)
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{
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console.log('B-A neighbour swap');
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// Starting
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// Node 1 (B) Node 2 (A) X C
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// Next: C Next: B Next: A Next: D
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// Prev: A Prev: X Prev: - Prev: B
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// Ending
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// Node 1 (B) Node 2 (A) X C
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// Next: A Next: C Next: B Next: D
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// Prev: X Prev: B Prev: - Prev: A
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node1._iNext = node2;
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node1._iPrev = node2Prev;
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node2._iNext = node1Next;
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node2._iPrev = node1;
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// Notify the head and tail
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if (node2Prev)
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{
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node2Prev._iNext = node1;
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}
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if (node1Next)
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{
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node2Next._iPrev = node2;
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}
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}
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else
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{
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// Nodes are far apart
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console.log('Nodes are far apart');
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// Pre-swap:
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// X next: a prev: - first: X last: d
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// a next: b prev: X first: a last: a
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// b next: c prev: a first: b last: b
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// c next: d prev: b first: c last: c
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// d next: e prev: c first: d last: d
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// e next: f prev: d first: e last: e
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// f next: - prev: e first: f last: f
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// Post-swap:
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// X next: d prev: - first: X last: d ***
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// d next: b prev: X first: d last: d ***
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// b next: c prev: d first: b last: b ***
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// c next: a prev: b first: c last: c ***
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// a next: e prev: c first: a last: a ***
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// e next: f prev: a first: e last: e ***
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// f next: - prev: e first: f last: f
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// Starting
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// Node 1 (A) Node 2 (D) N1 Prev (X) N1 Next (B) N2 Prev (C) N2 Next (E)
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// Next: B Next: E Next: A Next: C Next: D Next: F
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// Prev: X Prev: C Prev: - Prev: A Prev: B Prev: D
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// Ending
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// Node 1 (A) Node 2 (D) N1 Prev (X) N1 Next (B) N2 Prev (C) N2 Next (E)
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// Next: E Next: B Next: D Next: C Next: A Next: F
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// Prev: C Prev: X Prev: - Prev: D Prev: B Prev: A
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// Simple node 1-2 swap
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node1._iNext = node2Next;
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node1._iPrev = node2Prev;
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node2._iNext = node1Next;
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node2._iPrev = node1Prev;
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// Now the head and tail for node 1.
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if (node1Prev)
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{
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node1Prev._iNext = node2;
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}
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if (node1Next)
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{
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node1Next._iPrev = node2;
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}
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// Now the head and tail for node 2.
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if (node2Prev)
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{
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node2Prev._iNext = node1;
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}
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if (node2Next)
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{
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node2Next._iPrev = node1;
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}
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}
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// }
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scanList(game.world._stage);
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}
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function scanList (sprite) {
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console.log('Node | Next | Prev | First | Last');
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console.log('------|--------|--------|---------|---------');
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var displayObject = sprite;
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var testObject = displayObject.last._iNext;
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displayObject = displayObject.first;
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do
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{
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var name = displayObject.name || '~';
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var nameNext = '-';
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var namePrev = '-';
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var nameFirst = '-';
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var nameLast = '-';
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if (displayObject._iNext)
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{
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nameNext = displayObject._iNext.name;
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}
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if (displayObject._iPrev)
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{
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namePrev = displayObject._iPrev.name;
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}
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if (displayObject.first)
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{
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nameFirst = displayObject.first.name;
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}
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if (displayObject.last)
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{
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nameLast = displayObject.last.name;
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}
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if (typeof nameNext === 'undefined')
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{
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nameNext = '-';
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}
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if (typeof namePrev === 'undefined')
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{
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namePrev = '-';
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}
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if (typeof nameFirst === 'undefined')
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{
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nameFirst = '-';
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}
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if (typeof nameLast === 'undefined')
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{
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nameLast = '-';
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}
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console.log(name + ' | ' + nameNext + ' | ' + namePrev + ' | ' + nameFirst + ' | ' + nameLast);
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displayObject = displayObject._iNext;
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}
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while(displayObject != testObject)
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}
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function update() {
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}
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function render() {
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for (var i = 0; i < tests.length; i++)
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{
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game.debug.renderText(tests[i].name, s.x + tests[i].x, s.y + tests[i].y - 20);
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}
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// game.debug.renderSpriteCorners(s, false, false);
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game.debug.renderSpriteInfo(a, 20, 32);
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}
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})();
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</script>
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</body>
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</html>
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