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Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBodyType) {
if (addToStage === undefined) { addToStage = false; }
if (enableBody === undefined) { enableBody = false; }
if (physicsBodyType === undefined) { physicsBodyType = Phaser.Physics.ARCADE; }
this.game = game;
if (parent === undefined)
{
parent = game.world;
}
this.name = name || 'group';
this.z = 0;
PIXI.DisplayObjectContainer.call(this);
if (addToStage)
{
this.game.stage.addChild(this);
this.z = this.game.stage.children.length;
}
else
{
if (parent)
{
parent.addChild(this);
this.z = parent.children.length;
}
}
this.type = Phaser.GROUP;
this.physicsType = Phaser.GROUP;
this.alive = true;
this.exists = true;
this.ignoreDestroy = false;
this.pendingDestroy = false;
this.classType = Phaser.Sprite;
this.cursor = null;
this.inputEnableChildren = false;
this.onChildInputDown = new Phaser.Signal();
this.onChildInputUp = new Phaser.Signal();
this.onChildInputOver = new Phaser.Signal();
this.onChildInputOut = new Phaser.Signal();
this.enableBody = enableBody;
this.enableBodyDebug = false;
this.physicsBodyType = physicsBodyType;
this.physicsSortDirection = null;
this.onDestroy = new Phaser.Signal();
this.cursorIndex = 0;
this.fixedToCamera = false;
this.cameraOffset = new Phaser.Point();
this.hash = [];
this._sortProperty = 'z';
};
Phaser.Group.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
Phaser.Group.prototype.constructor = Phaser.Group;
Phaser.Group.RETURN_NONE = 0;
Phaser.Group.RETURN_TOTAL = 1;
Phaser.Group.RETURN_CHILD = 2;
Phaser.Group.SORT_ASCENDING = -1;
Phaser.Group.SORT_DESCENDING = 1;
Phaser.Group.prototype.add = function (child, silent, index) {
if (silent === undefined) { silent = false; }
if (child.parent === this)
{
return child;
}
if (child.body && child.parent && child.parent.hash)
{
child.parent.removeFromHash(child);
}
if (index === undefined)
{
child.z = this.children.length;
this.addChild(child);
}
else
{
this.addChildAt(child, index);
this.updateZ();
}
if (this.enableBody && child.hasOwnProperty('body') && child.body === null)
{
this.game.physics.enable(child, this.physicsBodyType);
}
else if (child.body)
{
this.addToHash(child);
}
if (this.inputEnableChildren && !child.inputEnabled)
{
child.inputEnabled = true;
}
if (!silent && child.events)
{
child.events.onAddedToGroup$dispatch(child, this);
}
if (this.cursor === null)
{
this.cursor = child;
}
return child;
};
Phaser.Group.prototype.addAt = function (child, index, silent) {
this.add(child, silent, index);
};
Phaser.Group.prototype.addToHash = function (child) {
if (child.parent === this)
{
var index = this.hash.indexOf(child);
if (index === -1)
{
this.hash.push(child);
return true;
}
}
return false;
};
Phaser.Group.prototype.removeFromHash = function (child) {
if (child)
{
var index = this.hash.indexOf(child);
if (index !== -1)
{
this.hash.splice(index, 1);
return true;
}
}
return false;
};
Phaser.Group.prototype.addMultiple = function (children, silent) {
if (children instanceof Phaser.Group)
{
children.moveAll(this, silent);
}
else if (Array.isArray(children))
{
for (var i = 0; i < children.length; i++)
{
this.add(children[i], silent);
}
}
return children;
};
Phaser.Group.prototype.getAt = function (index) {
if (index < 0 || index >= this.children.length)
{
return -1;
}
else
{
return this.getChildAt(index);
}
};
Phaser.Group.prototype.create = function (x, y, key, frame, exists, index) {
if (exists === undefined) { exists = true; }
var child = new this.classType(this.game, x, y, key, frame);
child.exists = exists;
child.visible = exists;
child.alive = exists;
return this.add(child, false, index);
};
Phaser.Group.prototype.createMultiple = function (quantity, key, frame, exists) {
if (frame === undefined) { frame = 0; }
if (exists === undefined) { exists = false; }
if (!Array.isArray(key))
{
key = [ key ];
}
if (!Array.isArray(frame))
{
frame = [ frame ];
}
var _this = this;
var children = [];
key.forEach(function(singleKey) {
frame.forEach(function(singleFrame) {
for (var i = 0; i < quantity; i++)
{
children.push(_this.create(0, 0, singleKey, singleFrame, exists));
}
});
});
return children;
};
Phaser.Group.prototype.updateZ = function () {
var i = this.children.length;
while (i--)
{
this.children[i].z = i;
}
};
Phaser.Group.prototype.align = function (rows, columns, cellWidth, cellHeight, position, offset) {
if (position === undefined) { position = Phaser.TOP_LEFT; }
if (offset === undefined) { offset = 0; }
if (this.children.length === 0 || offset > this.children.length || (rows === -1 && columns === -1))
{
return;
}
var r = new Phaser.Rectangle(0, 0, cellWidth, cellHeight);
var w = (rows * cellWidth);
var h = (columns * cellHeight);
for (var i = offset; i < this.children.length; i++)
{
var child = this.children[i];
if (child['alignIn'])
{
child.alignIn(r, position);
}
else
{
continue;
}
if (rows === -1)
{
r.y += cellHeight;
if (r.y === h)
{
r.x += cellWidth;
r.y = 0;
}
}
else if (columns === -1)
{
r.x += cellWidth;
if (r.x === w)
{
r.x = 0;
r.y += cellHeight;
}
}
else
{
r.x += cellWidth;
if (r.x === w)
{
r.x = 0;
r.y += cellHeight;
if (r.y === h)
{
return;
}
}
}
}
};
Phaser.Group.prototype.resetCursor = function (index) {
if (index === undefined) { index = 0; }
if (index > this.children.length - 1)
{
index = 0;
}
if (this.cursor)
{
this.cursorIndex = index;
this.cursor = this.children[this.cursorIndex];
return this.cursor;
}
};
Phaser.Group.prototype.next = function () {
if (this.cursor)
{
if (this.cursorIndex >= this.children.length - 1)
{
this.cursorIndex = 0;
}
else
{
this.cursorIndex++;
}
this.cursor = this.children[this.cursorIndex];
return this.cursor;
}
};
Phaser.Group.prototype.previous = function () {
if (this.cursor)
{
if (this.cursorIndex === 0)
{
this.cursorIndex = this.children.length - 1;
}
else
{
this.cursorIndex--;
}
this.cursor = this.children[this.cursorIndex];
return this.cursor;
}
};
Phaser.Group.prototype.swap = function (child1, child2) {
this.swapChildren(child1, child2);
this.updateZ();
};
Phaser.Group.prototype.bringToTop = function (child) {
if (child.parent === this && this.getIndex(child) < this.children.length)
{
this.remove(child, false, true);
this.add(child, true);
}
return child;
};
Phaser.Group.prototype.sendToBack = function (child) {
if (child.parent === this && this.getIndex(child) > 0)
{
this.remove(child, false, true);
this.addAt(child, 0, true);
}
return child;
};
Phaser.Group.prototype.moveUp = function (child) {
if (child.parent === this && this.getIndex(child) < this.children.length - 1)
{
var a = this.getIndex(child);
var b = this.getAt(a + 1);
if (b)
{
this.swap(child, b);
}
}
return child;
};
Phaser.Group.prototype.moveDown = function (child) {
if (child.parent === this && this.getIndex(child) > 0)
{
var a = this.getIndex(child);
var b = this.getAt(a - 1);
if (b)
{
this.swap(child, b);
}
}
return child;
};
Phaser.Group.prototype.xy = function (index, x, y) {
if (index < 0 || index > this.children.length)
{
return -1;
}
else
{
this.getChildAt(index).x = x;
this.getChildAt(index).y = y;
}
};
Phaser.Group.prototype.reverse = function () {
this.children.reverse();
this.updateZ();
};
Phaser.Group.prototype.getIndex = function (child) {
return this.children.indexOf(child);
};
Phaser.Group.prototype.getByName = function (name) {
for (var i = 0; i < this.children.length; i++)
{
if (this.children[i].name === name)
{
return this.children[i];
}
}
return null;
};
Phaser.Group.prototype.replace = function (oldChild, newChild) {
var index = this.getIndex(oldChild);
if (index !== -1)
{
if (newChild.parent)
{
if (newChild.parent instanceof Phaser.Group)
{
newChild.parent.remove(newChild);
}
else
{
newChild.parent.removeChild(newChild);
}
}
this.remove(oldChild);
this.addAt(newChild, index);
return oldChild;
}
};
Phaser.Group.prototype.hasProperty = function (child, key) {
var len = key.length;
if (len === 1 && key[0] in child)
{
return true;
}
else if (len === 2 && key[0] in child && key[1] in child[key[0]])
{
return true;
}
else if (len === 3 && key[0] in child && key[1] in child[key[0]] && key[2] in child[key[0]][key[1]])
{
return true;
}
else if (len === 4 && key[0] in child && key[1] in child[key[0]] && key[2] in child[key[0]][key[1]] && key[3] in child[key[0]][key[1]][key[2]])
{
return true;
}
return false;
};
Phaser.Group.prototype.setProperty = function (child, key, value, operation, force) {
if (force === undefined) { force = false; }
operation = operation || 0;
if (!this.hasProperty(child, key) && (!force || operation > 0))
{
return false;
}
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; }
}
return true;
};
Phaser.Group.prototype.checkProperty = function (child, key, value, force) {
if (force === undefined) { force = false; }
if (!Phaser.Utils.getProperty(child, key) && force)
{
return false;
}
if (Phaser.Utils.getProperty(child, key) !== value)
{
return false;
}
return true;
};
Phaser.Group.prototype.set = function (child, key, value, checkAlive, checkVisible, operation, force) {
if (force === undefined) { force = false; }
key = key.split('.');
if (checkAlive === undefined) { checkAlive = false; }
if (checkVisible === undefined) { checkVisible = false; }
if ((checkAlive === false || (checkAlive && child.alive)) && (checkVisible === false || (checkVisible && child.visible)))
{
return this.setProperty(child, key, value, operation, force);
}
};
Phaser.Group.prototype.setAll = function (key, value, checkAlive, checkVisible, operation, force) {
if (checkAlive === undefined) { checkAlive = false; }
if (checkVisible === undefined) { checkVisible = false; }
if (force === undefined) { force = false; }
key = key.split('.');
operation = operation || 0;
for (var i = 0; i < this.children.length; i++)
{
if ((!checkAlive || (checkAlive && this.children[i].alive)) && (!checkVisible || (checkVisible && this.children[i].visible)))
{
this.setProperty(this.children[i], key, value, operation, force);
}
}
};
Phaser.Group.prototype.setAllChildren = function (key, value, checkAlive, checkVisible, operation, force) {
if (checkAlive === undefined) { checkAlive = false; }
if (checkVisible === undefined) { checkVisible = false; }
if (force === undefined) { force = false; }
operation = operation || 0;
for (var i = 0; i < this.children.length; i++)
{
if ((!checkAlive || (checkAlive && this.children[i].alive)) && (!checkVisible || (checkVisible && this.children[i].visible)))
{
if (this.children[i] instanceof Phaser.Group)
{
this.children[i].setAllChildren(key, value, checkAlive, checkVisible, operation, force);
}
else
{
this.setProperty(this.children[i], key.split('.'), value, operation, force);
}
}
}
};
Phaser.Group.prototype.checkAll = function (key, value, checkAlive, checkVisible, force) {
if (checkAlive === undefined) { checkAlive = false; }
if (checkVisible === undefined) { checkVisible = false; }
if (force === undefined) { force = false; }
for (var i = 0; i < this.children.length; i++)
{
if ((!checkAlive || (checkAlive && this.children[i].alive)) && (!checkVisible || (checkVisible && this.children[i].visible)))
{
if (!this.checkProperty(this.children[i], key, value, force))
{
return false;
}
}
}
return true;
};
Phaser.Group.prototype.addAll = function (property, amount, checkAlive, checkVisible) {
this.setAll(property, amount, checkAlive, checkVisible, 1);
};
Phaser.Group.prototype.subAll = function (property, amount, checkAlive, checkVisible) {
this.setAll(property, amount, checkAlive, checkVisible, 2);
};
Phaser.Group.prototype.multiplyAll = function (property, amount, checkAlive, checkVisible) {
this.setAll(property, amount, checkAlive, checkVisible, 3);
};
Phaser.Group.prototype.divideAll = function (property, amount, checkAlive, checkVisible) {
this.setAll(property, amount, checkAlive, checkVisible, 4);
};
Phaser.Group.prototype.callAllExists = function (callback, existsValue) {
var args;
if (arguments.length > 2)
{
args = [];
for (var i = 2; i < arguments.length; i++)
{
args.push(arguments[i]);
}
}
for (var i = 0; i < this.children.length; i++)
{
if (this.children[i].exists === existsValue && this.children[i][callback])
{
this.children[i][callback].apply(this.children[i], args);
}
}
};
Phaser.Group.prototype.callbackFromArray = function (child, callback, length) {
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;
};
Phaser.Group.prototype.callAll = function (method, context) {
if (method === undefined)
{
return;
}
method = method.split('.');
var methodLength = method.length;
if (context === undefined || context === null || context === '')
{
context = null;
}
else
{
if (typeof context === 'string')
{
context = context.split('.');
var contextLength = context.length;
}
}
var args;
if (arguments.length > 2)
{
args = [];
for (var i = 2; i < arguments.length; i++)
{
args.push(arguments[i]);
}
}
var callback = null;
var callbackContext = null;
for (var i = 0; i < this.children.length; i++)
{
callback = this.callbackFromArray(this.children[i], method, methodLength);
if (context && callback)
{
callbackContext = this.callbackFromArray(this.children[i], context, contextLength);
if (callback)
{
callback.apply(callbackContext, args);
}
}
else if (callback)
{
callback.apply(this.children[i], args);
}
}
};
Phaser.Group.prototype.preUpdate = function () {
if (this.pendingDestroy)
{
this.destroy();
return false;
}
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].preUpdate();
}
return true;
};
Phaser.Group.prototype.update = function () {
var i = this.children.length;
while (i--)
{
this.children[i].update();
}
};
Phaser.Group.prototype.postUpdate = function () {
if (this.fixedToCamera)
{
this.x = this.game.camera.view.x + this.cameraOffset.x;
this.y = this.game.camera.view.y + this.cameraOffset.y;
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
};
Phaser.Group.prototype.filter = function (predicate, checkExists) {
var index = -1;
var length = this.children.length;
var results = [];
while (++index < length)
{
var child = this.children[index];
if (!checkExists || (checkExists && child.exists))
{
if (predicate(child, index, this.children))
{
results.push(child);
}
}
}
return new Phaser.ArraySet(results);
};
*/
Phaser.Group.prototype.forEach = function (callback, callbackContext, checkExists) {
if (checkExists === undefined) { checkExists = false; }
if (arguments.length <= 3)
{
for (var i = 0; i < this.children.length; i++)
{
if (!checkExists || (checkExists && this.children[i].exists))
{
callback.call(callbackContext, this.children[i]);
}
}
}
else
{
// Assigning to arguments properties causes Extreme Deoptimization in Chrome, FF, and IE.
// Using an array and pushing each element (not a slice!) is _significantly_ faster.
var args = [null];
for (var i = 3; i < arguments.length; i++)
{
args.push(arguments[i]);
}
for (var i = 0; i < this.children.length; i++)
{
if (!checkExists || (checkExists && this.children[i].exists))
{
args[0] = this.children[i];
callback.apply(callbackContext, args);
}
}
}
};
/**
* Call a function on each existing child in this group.
*
* See {@link Phaser.Group#forEach forEach} for details.
*
* @method Phaser.Group#forEachExists
* @param {function} callback - The function that will be called for each applicable child. The child will be passed as the first argument.
* @param {object} callbackContext - The context in which the function should be called (usually 'this').
* @param {...any} [args=(none)] - Additional arguments to pass to the callback function, after the child item.
*/
Phaser.Group.prototype.forEachExists = function (callback, callbackContext) {
var args;
if (arguments.length > 2)
{
args = [null];
for (var i = 2; i < arguments.length; i++)
{
args.push(arguments[i]);
}
}
this.iterate('exists', true, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);
};
/**
* Call a function on each alive child in this group.
*
* See {@link Phaser.Group#forEach forEach} for details.
*
* @method Phaser.Group#forEachAlive
* @param {function} callback - The function that will be called for each applicable child. The child will be passed as the first argument.
* @param {object} callbackContext - The context in which the function should be called (usually 'this').
* @param {...any} [args=(none)] - Additional arguments to pass to the callback function, after the child item.
*/
Phaser.Group.prototype.forEachAlive = function (callback, callbackContext) {
var args;
if (arguments.length > 2)
{
args = [null];
for (var i = 2; i < arguments.length; i++)
{
args.push(arguments[i]);
}
}
this.iterate('alive', true, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);
};
/**
* Call a function on each dead child in this group.
*
* See {@link Phaser.Group#forEach forEach} for details.
*
* @method Phaser.Group#forEachDead
* @param {function} callback - The function that will be called for each applicable child. The child will be passed as the first argument.
* @param {object} callbackContext - The context in which the function should be called (usually 'this').
* @param {...any} [args=(none)] - Additional arguments to pass to the callback function, after the child item.
*/
Phaser.Group.prototype.forEachDead = function (callback, callbackContext) {
var args;
if (arguments.length > 2)
{
args = [null];
for (var i = 2; i < arguments.length; i++)
{
args.push(arguments[i]);
}
}
this.iterate('alive', false, Phaser.Group.RETURN_TOTAL, callback, callbackContext, args);
};
/**
* Sort the children in the group according to a particular key and ordering.
*
* Call this function to sort the group according to a particular key 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()`.
*
* Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, including
* alphabetical sorting, mixing strings and numbers, and Unicode sorting. See MDN for more details.
*
* @method Phaser.Group#sort
* @param {string} [key='z'] - The name of the property to sort on. Defaults to the objects z-depth value.
* @param {integer} [order=Phaser.Group.SORT_ASCENDING] - Order ascending ({@link Phaser.Group.SORT_ASCENDING SORT_ASCENDING}) or descending ({@link Phaser.Group.SORT_DESCENDING SORT_DESCENDING}).
*/
Phaser.Group.prototype.sort = function (key, order) {
if (this.children.length < 2)
{
// Nothing to swap
return;
}
if (key === undefined) { key = 'z'; }
if (order === undefined) { order = Phaser.Group.SORT_ASCENDING; }
this._sortProperty = key;
if (order === Phaser.Group.SORT_ASCENDING)
{
this.children.sort(this.ascendingSortHandler.bind(this));
}
else
{
this.children.sort(this.descendingSortHandler.bind(this));
}
this.updateZ();
};
/**
* Sort the children in the group according to custom sort function.
*
* The `sortHandler` is provided the two parameters: the two children involved in the comparison (a and b).
* It should return -1 if `a > b`, 1 if `a < b` or 0 if `a === b`.
*
* @method Phaser.Group#customSort
* @param {function} sortHandler - The custom sort function.
* @param {object} [context=undefined] - The context in which the sortHandler is called.
*/
Phaser.Group.prototype.customSort = function (sortHandler, context) {
if (this.children.length < 2)
{
// Nothing to swap
return;
}
this.children.sort(sortHandler.bind(context));
this.updateZ();
};
/**
* An internal helper function for the sort process.
*
* @method Phaser.Group#ascendingSortHandler
* @protected
* @param {object} a - The first object being sorted.
* @param {object} b - The second object being sorted.
*/
Phaser.Group.prototype.ascendingSortHandler = function (a, b) {
if (a[this._sortProperty] < b[this._sortProperty])
{
return -1;
}
else if (a[this._sortProperty] > b[this._sortProperty])
{
return 1;
}
else
{
if (a.z < b.z)
{
return -1;
}
else
{
return 1;
}
}
};
/**
* An internal helper function for the sort process.
*
* @method Phaser.Group#descendingSortHandler
* @protected
* @param {object} a - The first object being sorted.
* @param {object} b - The second object being sorted.
*/
Phaser.Group.prototype.descendingSortHandler = function (a, b) {
if (a[this._sortProperty] < b[this._sortProperty])
{
return 1;
}
else if (a[this._sortProperty] > b[this._sortProperty])
{
return -1;
}
else
{
return 0;
}
};
/**
* Iterates over the children of the group performing one of several actions for matched children.
*
* A child is considered a match when it has a property, named `key`, whose value is equal to `value`
* according to a strict equality comparison.
*
* The result depends on the `returnType`:
*
* - {@link Phaser.Group.RETURN_TOTAL RETURN_TOTAL}:
* The callback, if any, is applied to all matching children. The number of matched children is returned.
* - {@link Phaser.Group.RETURN_NONE RETURN_NONE}:
* The callback, if any, is applied to all matching children. No value is returned.
* - {@link Phaser.Group.RETURN_CHILD RETURN_CHILD}:
* The callback, if any, is applied to the *first* matching child and the *first* matched child is returned.
* If there is no matching child then null is returned.
*
* If `args` is specified it must be an array. The matched child will be assigned to the first
* element and the entire array will be applied to the callback function.
*
* @method Phaser.Group#iterate
* @param {string} key - The child property to check, i.e. 'exists', 'alive', 'health'
* @param {any} value - A child matches if `child[key] === value` is true.
* @param {integer} returnType - How to iterate the children and what to return.
* @param {function} [callback=null] - Optional function that will be called on each matching child. The matched child is supplied as the first argument.
* @param {object} [callbackContext] - The context in which the function should be called (usually 'this').
* @param {any[]} [args=(none)] - The arguments supplied to to the callback; the first array index (argument) will be replaced with the matched child.
* @return {any} Returns either an integer (for RETURN_TOTAL), the first matched child (for RETURN_CHILD), or null.
*/
Phaser.Group.prototype.iterate = function (key, value, returnType, callback, callbackContext, args) {
if (returnType === Phaser.Group.RETURN_TOTAL && this.children.length === 0)
{
return 0;
}
var total = 0;
for (var i = 0; i < this.children.length; i++)
{
if (this.children[i][key] === value)
{
total++;
if (callback)
{
if (args)
{
args[0] = this.children[i];
callback.apply(callbackContext, args);
}
else
{
callback.call(callbackContext, this.children[i]);
}
}
if (returnType === Phaser.Group.RETURN_CHILD)
{
return this.children[i];
}
}
}
if (returnType === Phaser.Group.RETURN_TOTAL)
{
return total;
}
// RETURN_CHILD or RETURN_NONE
return null;
};
/**
* Get the first display object that exists, or doesn't exist.
*
* You can use the optional argument `createIfNull` to create a new Game Object if none matching your exists argument were found in this Group.
*
* It works by calling `Group.create` passing it the parameters given to this method, and returning the new child.
*
* If a child *was* found , `createIfNull` is `false` and you provided the additional arguments then the child
* will be reset and/or have a new texture loaded on it. This is handled by `Group.resetChild`.
*
* @method Phaser.Group#getFirstExists
* @param {boolean} [exists=true] - If true, find the first existing child; otherwise find the first non-existing child.
* @param {boolean} [createIfNull=false] - If `true` and no alive children are found a new one is created.
* @param {number} [x] - The x coordinate to reset the child to. The value is in relation to the group.x point.
* @param {number} [y] - The y coordinate to reset the child to. The value is in relation to the group.y point.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
* @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @return {DisplayObject} The first child, or `null` if none found and `createIfNull` was false.
*/
Phaser.Group.prototype.getFirstExists = function (exists, createIfNull, x, y, key, frame) {
if (createIfNull === undefined) { createIfNull = false; }
if (typeof exists !== 'boolean')
{
exists = true;
}
var child = this.iterate('exists', exists, Phaser.Group.RETURN_CHILD);
return (child === null && createIfNull) ? this.create(x, y, key, frame) : this.resetChild(child, x, y, key, frame);
};
/**
* Get the first child that is alive (`child.alive === true`).
*
* This is handy for choosing a squad leader, etc.
*
* You can use the optional argument `createIfNull` to create a new Game Object if no alive ones were found in this Group.
*
* It works by calling `Group.create` passing it the parameters given to this method, and returning the new child.
*
* If a child *was* found , `createIfNull` is `false` and you provided the additional arguments then the child
* will be reset and/or have a new texture loaded on it. This is handled by `Group.resetChild`.
*
* @method Phaser.Group#getFirstAlive
* @param {boolean} [createIfNull=false] - If `true` and no alive children are found a new one is created.
* @param {number} [x] - The x coordinate to reset the child to. The value is in relation to the group.x point.
* @param {number} [y] - The y coordinate to reset the child to. The value is in relation to the group.y point.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
* @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @return {DisplayObject} The alive dead child, or `null` if none found and `createIfNull` was false.
*/
Phaser.Group.prototype.getFirstAlive = function (createIfNull, x, y, key, frame) {
if (createIfNull === undefined) { createIfNull = false; }
var child = this.iterate('alive', true, Phaser.Group.RETURN_CHILD);
return (child === null && createIfNull) ? this.create(x, y, key, frame) : this.resetChild(child, x, y, key, frame);
};
/**
* Get the first child that is dead (`child.alive === false`).
*
* This is handy for checking if everything has been wiped out and adding to the pool as needed.
*
* You can use the optional argument `createIfNull` to create a new Game Object if no dead ones were found in this Group.
*
* It works by calling `Group.create` passing it the parameters given to this method, and returning the new child.
*
* If a child *was* found , `createIfNull` is `false` and you provided the additional arguments then the child
* will be reset and/or have a new texture loaded on it. This is handled by `Group.resetChild`.
*
* @method Phaser.Group#getFirstDead
* @param {boolean} [createIfNull=false] - If `true` and no dead children are found a new one is created.
* @param {number} [x] - The x coordinate to reset the child to. The value is in relation to the group.x point.
* @param {number} [y] - The y coordinate to reset the child to. The value is in relation to the group.y point.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
* @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @return {DisplayObject} The first dead child, or `null` if none found and `createIfNull` was false.
*/
Phaser.Group.prototype.getFirstDead = function (createIfNull, x, y, key, frame) {
if (createIfNull === undefined) { createIfNull = false; }
var child = this.iterate('alive', false, Phaser.Group.RETURN_CHILD);
return (child === null && createIfNull) ? this.create(x, y, key, frame) : this.resetChild(child, x, y, key, frame);
};
/**
* Takes a child and if the `x` and `y` arguments are given it calls `child.reset(x, y)` on it.
*
* If the `key` and optionally the `frame` arguments are given, it calls `child.loadTexture(key, frame)` on it.
*
* The two operations are separate. For example if you just wish to load a new texture then pass `null` as the x and y values.
*
* @method Phaser.Group#resetChild
* @param {DisplayObject} child - The child to reset and/or load the texture on.
* @param {number} [x] - The x coordinate to reset the child to. The value is in relation to the group.x point.
* @param {number} [y] - The y coordinate to reset the child to. The value is in relation to the group.y point.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} [key] - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
* @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @return {DisplayObject} The child that was reset: usually a {@link Phaser.Sprite}.
*/
Phaser.Group.prototype.resetChild = function (child, x, y, key, frame) {
if (child === null)
{
return null;
}
if (x === undefined) { x = null; }
if (y === undefined) { y = null; }
if (x !== null && y !== null)
{
child.reset(x, y);
}
if (key !== undefined)
{
child.loadTexture(key, frame);
}
return child;
};
/**
* Return the child at the top of this group.
*
* The top child is the child displayed (rendered) above every other child.
*
* @method Phaser.Group#getTop
* @return {any} The child at the top of the Group.
*/
Phaser.Group.prototype.getTop = function () {
if (this.children.length > 0)
{
return this.children[this.children.length - 1];
}
};
/**
* Returns the child at the bottom of this group.
*
* The bottom child the child being displayed (rendered) below every other child.
*
* @method Phaser.Group#getBottom
* @return {any} The child at the bottom of the Group.
*/
Phaser.Group.prototype.getBottom = function () {
if (this.children.length > 0)
{
return this.children[0];
}
};
/**
* Get the closest child to given Object, with optional callback to filter children.
*
* This can be a Sprite, Group, Image or any object with public x and y properties.
*
* 'close' is determined by the distance from the objects `x` and `y` properties compared to the childs `x` and `y` properties.
*
* You can use the optional `callback` argument to apply your own filter to the distance checks.
* If the child is closer then the previous child, it will be sent to `callback` as the first argument,
* with the distance as the second. The callback should return `true` if it passes your
* filtering criteria, otherwise it should return `false`.
*
* @method Phaser.Group#getClosestTo
* @param {any} object - The object used to determine the distance. This can be a Sprite, Group, Image or any object with public x and y properties.
* @param {function} [callback] - The function that each child will be evaluated against. Each child of the group will be passed to it as its first parameter, with the distance as the second. It should return `true` if the child passes the matching criteria.
* @param {object} [callbackContext] - The context in which the function should be called (usually 'this').
* @return {any} The child closest to given object, or `null` if no child was found.
*/
Phaser.Group.prototype.getClosestTo = function (object, callback, callbackContext) {
var distance = Number.MAX_VALUE;
var tempDistance = 0;
var result = null;
for (var i = 0; i < this.children.length; i++)
{
var child = this.children[i];
if (child.exists)
{
tempDistance = Math.abs(Phaser.Point.distance(object, child));
if (tempDistance < distance && (!callback || callback.call(callbackContext, child, tempDistance)))
{
distance = tempDistance;
result = child;
}
}
}
return result;
};
/**
* Get the child furthest away from the given Object, with optional callback to filter children.
*
* This can be a Sprite, Group, Image or any object with public x and y properties.
*
* 'furthest away' is determined by the distance from the objects `x` and `y` properties compared to the childs `x` and `y` properties.
*
* You can use the optional `callback` argument to apply your own filter to the distance checks.
* If the child is closer then the previous child, it will be sent to `callback` as the first argument,
* with the distance as the second. The callback should return `true` if it passes your
* filtering criteria, otherwise it should return `false`.
*
* @method Phaser.Group#getFurthestFrom
* @param {any} object - The object used to determine the distance. This can be a Sprite, Group, Image or any object with public x and y properties.
* @param {function} [callback] - The function that each child will be evaluated against. Each child of the group will be passed to it as its first parameter, with the distance as the second. It should return `true` if the child passes the matching criteria.
* @param {object} [callbackContext] - The context in which the function should be called (usually 'this').
* @return {any} The child furthest from the given object, or `null` if no child was found.
*/
Phaser.Group.prototype.getFurthestFrom = function (object, callback, callbackContext) {
var distance = 0;
var tempDistance = 0;
var result = null;
for (var i = 0; i < this.children.length; i++)
{
var child = this.children[i];
if (child.exists)
{
tempDistance = Math.abs(Phaser.Point.distance(object, child));
if (tempDistance > distance && (!callback || callback.call(callbackContext, child, tempDistance)))
{
distance = tempDistance;
result = child;
}
}
}
return result;
};
/**
* Get the number of living children in this group.
*
* @method Phaser.Group#countLiving
* @return {integer} The number of children flagged as alive.
*/
Phaser.Group.prototype.countLiving = function () {
return this.iterate('alive', true, Phaser.Group.RETURN_TOTAL);
};
/**
* Get the number of dead children in this group.
*
* @method Phaser.Group#countDead
* @return {integer} The number of children flagged as dead.
*/
Phaser.Group.prototype.countDead = function () {
return this.iterate('alive', false, Phaser.Group.RETURN_TOTAL);
};
/**
* Returns a random child from the group.
*
* @method Phaser.Group#getRandom
* @param {integer} [startIndex=0] - Offset from the front of the front of the group (lowest child).
* @param {integer} [length=(to top)] - Restriction on the number of values you want to randomly select from.
* @return {any} A random child of this Group.
*/
Phaser.Group.prototype.getRandom = function (startIndex, length) {
if (this.children.length === 0)
{
return null;
}
startIndex = startIndex || 0;
length = length || this.children.length;
return Phaser.ArrayUtils.getRandomItem(this.children, startIndex, length);
};
/**
* Removes the given child from this group.
*
* This will dispatch an `onRemovedFromGroup` event from the child (if it has one), and optionally destroy the child.
*
* If the group cursor was referring to the removed child it is updated to refer to the next child.
*
* @method Phaser.Group#remove
* @param {any} child - The child to remove.
* @param {boolean} [destroy=false] - If true `destroy` will be invoked on the removed child.
* @param {boolean} [silent=false] - If true the the child will not dispatch the `onRemovedFromGroup` event.
* @return {boolean} true if the child was removed from this group, otherwise false.
*/
Phaser.Group.prototype.remove = function (child, destroy, silent) {
if (destroy === undefined) { destroy = false; }
if (silent === undefined) { silent = false; }
if (this.children.length === 0 || this.children.indexOf(child) === -1)
{
return false;
}
if (!silent && child.events && !child.destroyPhase)
{
child.events.onRemovedFromGroup$dispatch(child, this);
}
var removed = this.removeChild(child);
this.removeFromHash(child);
this.updateZ();
if (this.cursor === child)
{
this.next();
}
if (destroy && removed)
{
removed.destroy(true);
}
return true;
};
/**
* Moves all children from this Group to the Group given.
*
* @method Phaser.Group#moveAll
* @param {Phaser.Group} group - The new Group to which the children will be moved to.
* @param {boolean} [silent=false] - If true the children will not dispatch the `onAddedToGroup` event for the new Group.
* @return {Phaser.Group} The Group to which all the children were moved.
*/
Phaser.Group.prototype.moveAll = function (group, silent) {
if (silent === undefined) { silent = false; }
if (this.children.length > 0 && group instanceof Phaser.Group)
{
do
{
group.add(this.children[0], silent);
}
while (this.children.length > 0);
this.hash = [];
this.cursor = null;
}
return group;
};
/**
* Removes all children from this Group, but does not remove the group from its parent.
*
* The children can be optionally destroyed as they are removed.
*
* You can also optionally also destroy the BaseTexture the Child is using. Be careful if you've
* more than one Game Object sharing the same BaseTexture.
*
* @method Phaser.Group#removeAll
* @param {boolean} [destroy=false] - If true `destroy` will be invoked on each removed child.
* @param {boolean} [silent=false] - If true the children will not dispatch their `onRemovedFromGroup` events.
* @param {boolean} [destroyTexture=false] - If true, and if the `destroy` argument is also true, the BaseTexture belonging to the Child is also destroyed. Note that if another Game Object is sharing the same BaseTexture it will invalidate it.
*/
Phaser.Group.prototype.removeAll = function (destroy, silent, destroyTexture) {
if (destroy === undefined) { destroy = false; }
if (silent === undefined) { silent = false; }
if (destroyTexture === undefined) { destroyTexture = false; }
if (this.children.length === 0)
{
return;
}
do
{
if (!silent && this.children[0].events)
{
this.children[0].events.onRemovedFromGroup$dispatch(this.children[0], this);
}
var removed = this.removeChild(this.children[0]);
this.removeFromHash(removed);
if (destroy && removed)
{
removed.destroy(true, destroyTexture);
}
}
while (this.children.length > 0);
this.hash = [];
this.cursor = null;
};
/**
* Removes all children from this group whose index falls beteen the given startIndex and endIndex values.
*
* @method Phaser.Group#removeBetween
* @param {integer} startIndex - The index to start removing children from.
* @param {integer} [endIndex] - The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the group.
* @param {boolean} [destroy=false] - If true `destroy` will be invoked on each removed child.
* @param {boolean} [silent=false] - If true the children will not dispatch their `onRemovedFromGroup` events.
*/
Phaser.Group.prototype.removeBetween = function (startIndex, endIndex, destroy, silent) {
if (endIndex === undefined) { endIndex = this.children.length - 1; }
if (destroy === undefined) { destroy = false; }
if (silent === undefined) { silent = false; }
if (this.children.length === 0)
{
return;
}
if (startIndex > endIndex || startIndex < 0 || endIndex > this.children.length)
{
return false;
}
var i = endIndex;
while (i >= startIndex)
{
if (!silent && this.children[i].events)
{
this.children[i].events.onRemovedFromGroup$dispatch(this.children[i], this);
}
var removed = this.removeChild(this.children[i]);
this.removeFromHash(removed);
if (destroy && removed)
{
removed.destroy(true);
}
if (this.cursor === this.children[i])
{
this.cursor = null;
}
i--;
}
this.updateZ();
};
/**
* Destroys this group.
*
* Removes all children, then removes this group from its parent and nulls references.
*
* @method Phaser.Group#destroy
* @param {boolean} [destroyChildren=true] - If true `destroy` will be invoked on each removed child.
* @param {boolean} [soft=false] - A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does.
*/
Phaser.Group.prototype.destroy = function (destroyChildren, soft) {
if (this.game === null || this.ignoreDestroy) { return; }
if (destroyChildren === undefined) { destroyChildren = true; }
if (soft === undefined) { soft = false; }
this.onDestroy.dispatch(this, destroyChildren, soft);
this.removeAll(destroyChildren);
this.cursor = null;
this.filters = null;
this.pendingDestroy = false;
if (!soft)
{
if (this.parent)
{
this.parent.removeChild(this);
}
this.game = null;
this.exists = false;
}
};
/**
* Total number of existing children in the group.
*
* @name Phaser.Group#total
* @property {integer} total
* @readonly
*/
Object.defineProperty(Phaser.Group.prototype, "total", {
get: function () {
return this.iterate('exists', true, Phaser.Group.RETURN_TOTAL);
}
});
/**
* Total number of children in this group, regardless of exists/alive status.
*
* @name Phaser.Group#length
* @property {integer} length
* @readonly
*/
Object.defineProperty(Phaser.Group.prototype, "length", {
get: function () {
return this.children.length;
}
});
/**
* The angle of rotation of the group container, in degrees.
*
* This adjusts the group itself by modifying its local rotation transform.
*
* This has no impact on the rotation/angle properties of the children, but it will update their worldTransform
* and on-screen orientation and position.
*
* @name Phaser.Group#angle
* @property {number} angle
*/
Object.defineProperty(Phaser.Group.prototype, "angle", {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
/**
* The center x coordinate of this Group.
*
* It is derived by calling `getBounds`, calculating the Groups dimensions based on its
* visible children.
*
* Note that no ancestors are factored into the result, meaning that if this Group is
* nested within another Group, with heavy transforms on it, the result of this property
* is likely to be incorrect. It is safe to get and set this property if the Group is a
* top-level descendant of Phaser.World, or untransformed parents.
*
* @name Phaser.Group#centerX
* @property {number} centerX
*/
Object.defineProperty(Phaser.Group.prototype, "centerX", {
get: function () {
return this.getBounds().centerX;
},
set: function (value) {
var r = this.getBounds();
var offset = this.x - r.x;
this.x = (value + offset) - r.halfWidth;
}
});
/**
* The center y coordinate of this Group.
*
* It is derived by calling `getBounds`, calculating the Groups dimensions based on its
* visible children.
*
* Note that no ancestors are factored into the result, meaning that if this Group is
* nested within another Group, with heavy transforms on it, the result of this property
* is likely to be incorrect. It is safe to get and set this property if the Group is a
* top-level descendant of Phaser.World, or untransformed parents.
*
* @name Phaser.Group#centerY
* @property {number} centerY
*/
Object.defineProperty(Phaser.Group.prototype, "centerY", {
get: function () {
return this.getBounds().centerY;
},
set: function (value) {
var r = this.getBounds();
var offset = this.y - r.y;
this.y = (value + offset) - r.halfHeight;
}
});
/**
* The left coordinate of this Group.
*
* It is derived by calling `getBounds`, calculating the Groups dimensions based on its
* visible children.
*
* Note that no ancestors are factored into the result, meaning that if this Group is
* nested within another Group, with heavy transforms on it, the result of this property
* is likely to be incorrect. It is safe to get and set this property if the Group is a
* top-level descendant of Phaser.World, or untransformed parents.
*
* @name Phaser.Group#left
* @property {number} left
*/
Object.defineProperty(Phaser.Group.prototype, "left", {
get: function () {
return this.getBounds().left;
},
set: function (value) {
var r = this.getBounds();
var offset = this.x - r.x;
this.x = value + offset;
}
});
/**
* The right coordinate of this Group.
*
* It is derived by calling `getBounds`, calculating the Groups dimensions based on its
* visible children.
*
* Note that no ancestors are factored into the result, meaning that if this Group is
* nested within another Group, with heavy transforms on it, the result of this property
* is likely to be incorrect. It is safe to get and set this property if the Group is a
* top-level descendant of Phaser.World, or untransformed parents.
*
* @name Phaser.Group#right
* @property {number} right
*/
Object.defineProperty(Phaser.Group.prototype, "right", {
get: function () {
return this.getBounds().right;
},
set: function (value) {
var r = this.getBounds();
var offset = this.x - r.x;
this.x = (value + offset) - r.width;
}
});
/**
* The top coordinate of this Group.
*
* It is derived by calling `getBounds`, calculating the Groups dimensions based on its
* visible children.
*
* Note that no ancestors are factored into the result, meaning that if this Group is
* nested within another Group, with heavy transforms on it, the result of this property
* is likely to be incorrect. It is safe to get and set this property if the Group is a
* top-level descendant of Phaser.World, or untransformed parents.
*
* @name Phaser.Group#top
* @property {number} top
*/
Object.defineProperty(Phaser.Group.prototype, "top", {
get: function () {
return this.getBounds().top;
},
set: function (value) {
var r = this.getBounds();
var offset = this.y - r.y;
this.y = (value + offset);
}
});
/**
* The bottom coordinate of this Group.
*
* It is derived by calling `getBounds`, calculating the Groups dimensions based on its
* visible children.
*
* Note that no ancestors are factored into the result, meaning that if this Group is
* nested within another Group, with heavy transforms on it, the result of this property
* is likely to be incorrect. It is safe to get and set this property if the Group is a
* top-level descendant of Phaser.World, or untransformed parents.
*
* @name Phaser.Group#bottom
* @property {number} bottom
*/
Object.defineProperty(Phaser.Group.prototype, "bottom", {
get: function () {
return this.getBounds().bottom;
},
set: function (value) {
var r = this.getBounds();
var offset = this.y - r.y;
this.y = (value + offset) - r.height;
}
});
/**
* Aligns this Group within another Game Object, or Rectangle, known as the
* 'container', to one of 9 possible positions.
*
* The container must be a Game Object, or Phaser.Rectangle object. This can include properties
* such as `World.bounds` or `Camera.view`, for aligning Groups within the world
* and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
* TileSprites or Buttons.
*
* Please note that aligning a Group to another Game Object does **not** make it a child of
* the container. It simply modifies its position coordinates so it aligns with it.
*
* The position constants you can use are:
*
* `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`,
* `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`,
* `Phaser.BOTTOM_CENTER` and `Phaser.BOTTOM_RIGHT`.
*
* Groups are placed in such a way that their _bounds_ align with the
* container, taking into consideration rotation and scale of its children.
* This allows you to neatly align Groups, irrespective of their position value.
*
* The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final
* aligned position of the Group. For example:
*
* `group.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)`
*
* Would align the `group` to the bottom-right, but moved 20 pixels in from the corner.
* Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.
* So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive
* one expands it.
*
* @method Phaser.Group#alignIn
* @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} container - The Game Object or Rectangle with which to align this Group to. Can also include properties such as `World.bounds` or `Camera.view`.
* @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.
* @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
* @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
* @return {Phaser.Group} This Group.
*/
// This function is set at the bottom of src/gameobjects/components/Bounds.js
/**
* Aligns this Group to the side of another Game Object, or Rectangle, known as the
* 'parent', in one of 11 possible positions.
*
* The parent must be a Game Object, or Phaser.Rectangle object. This can include properties
* such as `World.bounds` or `Camera.view`, for aligning Groups within the world
* and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
* TileSprites or Buttons.
*
* Please note that aligning a Group to another Game Object does **not** make it a child of
* the parent. It simply modifies its position coordinates so it aligns with it.
*
* The position constants you can use are:
*
* `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`,
* `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`,
* `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER`
* and `Phaser.BOTTOM_RIGHT`.
*
* Groups are placed in such a way that their _bounds_ align with the
* parent, taking into consideration rotation and scale of the children.
* This allows you to neatly align Groups, irrespective of their position value.
*
* The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final
* aligned position of the Group. For example:
*
* `group.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)`
*
* Would align the `group` to the bottom-right, but moved 20 pixels in from the corner.
* Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.
* So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive
* one expands it.
*
* @method Phaser.Group#alignTo
* @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} parent - The Game Object or Rectangle with which to align this Group to. Can also include properties such as `World.bounds` or `Camera.view`.
* @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.
* @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
* @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
* @return {Phaser.Group} This Group.
*/
// This function is set at the bottom of src/gameobjects/components/Bounds.js
/**
* A display object is any object that can be rendered in the Phaser/pixi.js scene graph.
*
* This includes {@link Phaser.Group} (groups are display objects!),
* {@link Phaser.Sprite}, {@link Phaser.Button}, {@link Phaser.Text}
* as well as {@link PIXI.DisplayObject} and all derived types.
*
* @typedef {object} DisplayObject
*/
// Documentation stub for linking.
/**
* 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 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 angle of rotation of the group container, in radians.
*
* 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 visible state of the group. Non-visible Groups and all of their children are not rendered.
*
* @name Phaser.Group#visible
* @property {boolean} visible
*/
/**
* The alpha value of the group container.
*
* @name Phaser.Group#alpha
* @property {number} alpha
*/