phaser/src/gameobjects/group/Group.js
2018-01-09 21:43:56 +00:00

461 lines
11 KiB
JavaScript

var Actions = require('../../actions/');
var Class = require('../../utils/Class');
var GetFastValue = require('../../utils/object/GetFastValue');
var GetValue = require('../../utils/object/GetValue');
var Range = require('../../utils/array/Range');
var Set = require('../../structs/Set');
var Sprite = require('../sprite/Sprite');
var Group = new Class({
initialize:
// children can be either an array of children, or a config object
// config can be either a config object, or undefined if passed as the children argument instead
function Group (scene, children, config)
{
if (config === undefined && !Array.isArray(children) && typeof children === 'object')
{
config = children;
children = null;
}
this.scene = scene;
this.children = new Set(children);
this.isParent = true;
this.classType = GetFastValue(config, 'classType', Sprite);
this.active = GetFastValue(config, 'active', true);
this.maxSize = GetFastValue(config, 'maxSize', -1);
this.defaultKey = GetFastValue(config, 'defaultKey', null);
this.defaultFrame = GetFastValue(config, 'defaultFrame', null);
this.runChildUpdate = GetFastValue(config, 'runChildUpdate', false);
this.createCallback = GetFastValue(config, 'createCallback', null);
this.removeCallback = GetFastValue(config, 'removeCallback', null);
this.createMultipleCallback = GetFastValue(config, 'createMultipleCallback', null);
if (config)
{
this.createMultiple(config);
}
},
create: function (x, y, key, frame, visible)
{
if (key === undefined) { key = this.defaultKey; }
if (frame === undefined) { frame = this.defaultFrame; }
if (visible === undefined) { visible = true; }
// Pool?
if (this.isFull())
{
return null;
}
var child = new this.classType(this.scene, x, y, key, frame);
this.scene.sys.displayList.add(child);
if (child.preUpdate)
{
this.scene.sys.updateList.add(child);
}
child.visible = visible;
this.add(child);
return child;
},
createMultiple: function (config)
{
if (!Array.isArray(config))
{
config = [ config ];
}
var output = [];
for (var i = 0; i < config.length; i++)
{
var entries = this.createFromConfig(config[i]);
output = output.concat(entries);
}
return output;
},
createFromConfig: function (options)
{
this.classType = GetFastValue(options, 'classType', this.classType);
var key = GetFastValue(options, 'key', undefined);
var frame = GetFastValue(options, 'frame', null);
var visible = GetFastValue(options, 'visible', true);
var entries = [];
// Can't do anything without at least a key
if (key === undefined)
{
return entries;
}
else
{
if (!Array.isArray(key))
{
key = [ key ];
}
if (!Array.isArray(frame))
{
frame = [ frame ];
}
}
// Build an array of key frame pairs to loop through
var repeat = GetFastValue(options, 'repeat', 0);
var randomKey = GetFastValue(options, 'randomKey', false);
var randomFrame = GetFastValue(options, 'randomFrame', false);
var yoyo = GetFastValue(options, 'yoyo', false);
var quantity = GetFastValue(options, 'frameQuantity', 1);
var max = GetFastValue(options, 'max', 0);
// If a grid is set we use that to override the quantity?
var range = Range(key, frame, {
max: max,
qty: quantity,
random: randomKey,
randomB: randomFrame,
repeat: repeat,
yoyo: yoyo
});
for (var c = 0; c < range.length; c++)
{
entries.push(this.create(0, 0, range[c].a, range[c].b, visible));
}
// Post-creation options (applied only to those items created in this call):
var x = GetValue(options, 'setXY.x', 0);
var y = GetValue(options, 'setXY.y', 0);
var stepX = GetValue(options, 'setXY.stepX', 0);
var stepY = GetValue(options, 'setXY.stepY', 0);
Actions.SetXY(entries, x, y, stepX, stepY);
var rotation = GetValue(options, 'setRotation.value', 0);
var stepRotation = GetValue(options, 'setRotation.step', 0);
Actions.SetRotation(entries, rotation, stepRotation);
var scaleX = GetValue(options, 'setScale.x', 1);
var scaleY = GetValue(options, 'setScale.y', scaleX);
var stepScaleX = GetValue(options, 'setScale.stepX', 0);
var stepScaleY = GetValue(options, 'setScale.stepY', 0);
Actions.SetScale(entries, scaleX, scaleY, stepScaleX, stepScaleY);
var alpha = GetValue(options, 'setAlpha.value', 1);
var stepAlpha = GetValue(options, 'setAlpha.step', 0);
Actions.SetAlpha(entries, alpha, stepAlpha);
var hitArea = GetFastValue(options, 'hitArea', null);
var hitAreaCallback = GetFastValue(options, 'hitAreaCallback', null);
if (hitArea)
{
Actions.SetHitArea(entries, hitArea, hitAreaCallback);
}
var grid = GetFastValue(options, 'gridAlign', false);
if (grid)
{
Actions.GridAlign(entries, grid);
}
if (this.createMultipleCallback)
{
this.createMultipleCallback.call(this, entries);
}
return entries;
},
preUpdate: function (time, delta)
{
if (!this.runChildUpdate || this.children.size === 0)
{
return;
}
// Because a Group child may mess with the length of the Group during its update
var temp = this.children.entries.slice();
for (var i = 0; i < temp.length; i++)
{
var item = temp[i];
if (item.active)
{
item.update(time, delta);
}
}
},
add: function (child, addToScene)
{
if (addToScene === undefined) { addToScene = false; }
this.children.set(child);
if (this.createCallback)
{
this.createCallback.call(this, child);
}
if (addToScene)
{
this.scene.sys.displayList.add(child);
if (child.preUpdate)
{
this.scene.sys.updateList.add(child);
}
}
return this;
},
addMultiple: function (children, addToScene)
{
if (addToScene === undefined) { addToScene = false; }
if (Array.isArray(children))
{
for (var i = 0; i < children.length; i++)
{
this.add(children[i], addToScene);
}
}
return this;
},
remove: function (child, removeFromScene)
{
if (removeFromScene === undefined) { removeFromScene = false; }
this.children.delete(child);
if (removeFromScene)
{
this.scene.sys.displayList.remove(child);
if (child.preUpdate)
{
this.scene.sys.updateList.remove(child);
}
}
return this;
},
clear: function (removeFromScene)
{
if (removeFromScene === undefined) { removeFromScene = false; }
if (removeFromScene)
{
for (var i = 0; i < children.length; i++)
{
gameObject = children[i];
this.scene.sys.displayList.remove(gameObject);
if (gameObject.preUpdate)
{
this.scene.sys.updateList.remove(gameObject);
}
}
}
this.children.clear();
return this;
},
contains: function (child)
{
return this.children.contains(child);
},
getChildren: function ()
{
return this.children.entries;
},
getLength: function ()
{
return this.children.size;
},
getFirst: function (state, createIfNull, x, y, key, frame, visible)
{
if (state === undefined) { state = false; }
if (createIfNull === undefined) { createIfNull = false; }
var gameObject;
var children = this.children.entries;
for (var i = 0; i < children.length; i++)
{
gameObject = children[i];
if (gameObject.active === state)
{
if (typeof(x) === 'number')
{
gameObject.x = x;
}
if (typeof(y) === 'number')
{
gameObject.y = y;
}
return gameObject;
}
}
// Got this far? We need to create or bail
if (createIfNull)
{
return this.create(x, y, key, frame, visible);
}
else
{
return null;
}
},
get: function (x, y, key, frame, visible)
{
return this.getFirst(false, true, x, y, key, frame, visible);
},
getFirstAlive: function (createIfNull, x, y, key, frame, visible)
{
return this.getFirst(true, createIfNull, x, y, key, frame, visible);
},
getFirstDead: function (createIfNull, x, y, key, frame, visible)
{
return this.getFirst(false, createIfNull, x, y, key, frame, visible);
},
playAnimation: function (key, startFrame)
{
Actions.PlayAnimation(this.children.entries, key, startFrame);
return this;
},
isFull: function ()
{
if (this.maxSize === -1)
{
return false;
}
else
{
return (this.children.size === this.maxSize);
}
},
countActive: function (value)
{
if (value === undefined) { value = true; }
var total = 0;
for (var i = 0; i < this.children.size; i++)
{
if (this.children.entries[i].active === value)
{
total++;
}
}
return total;
},
getTotalUsed: function ()
{
return this.countActive();
},
getTotalFree: function ()
{
var used = this.getTotalUsed();
var capacity = (this.maxSize === -1) ? 999999999999 : this.maxSize;
return (capacity - used);
},
setDepth: function (value, step)
{
Actions.SetDepth(this.children.entries, value, step);
return this;
},
kill: function (gameObject)
{
if (this.children.contains(gameObject))
{
gameObject.setActive(false);
}
},
killAndHide: function (gameObject)
{
if (this.children.contains(gameObject))
{
gameObject.setActive(false);
gameObject.setVisible(false);
}
},
toggleVisible: function ()
{
Actions.ToggleVisible(this.children.entries);
return this;
},
destroy: function ()
{
this.children.clear();
this.scene = undefined;
this.children = undefined;
}
});
module.exports = Group;