Added in a Group.sort demo, also updated the documentation and build files.

This commit is contained in:
photonstorm
2013-11-07 06:10:15 +00:00
parent 42cd8bd812
commit 3f99b691c9
157 changed files with 9098 additions and 1639 deletions
+1
View File
@@ -28,6 +28,7 @@ var Phaser = Phaser || {
TILEMAP: 9,
TILEMAPLAYER: 10,
EMITTER: 11,
POLYGON: 12,
NONE: 0,
LEFT: 1,
+4 -14
View File
@@ -985,23 +985,17 @@ Phaser.Group.prototype = {
/**
* Call this function to sort the group according to a particular value and order.
* For example, to sort game objects for Zelda-style overlaps you might call
* <code>myGroup.sort("y",Group.ASCENDING)</code> at the bottom of your
* <code>State.update()</code> override. To sort all existing objects after
* a big explosion or bomb attack, you might call <code>myGroup.sort("exists",Group.DESCENDING)</code>.
* 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()`.
*
* @param {string} index The <code>string</code> name of the member variable you want to sort on. Default value is "z".
* @param {number} order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
* @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; }
console.log('-vvv--------------------------------------------------------------------------------');
this.dump(true);
var swapped;
var temp;
@@ -1036,10 +1030,6 @@ Phaser.Group.prototype = {
}
} while (swapped);
this.dump(true);
console.log('-^^^--------------------------------------------------------------------------------');
},
/**
+14 -8
View File
@@ -1,20 +1,26 @@
/**
* Creates a new Polygon. You have to provide a list of points
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new Polygon. You have to provide a list of points.
* This can be an array of Points that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...],
* or the arguments passed can be all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are numbers.
*
* @class Phaser.Polygon
* @classdesc The polygon represents a list of orderded points in space
* @constructor
* @param points* {Array<Point>|Array<Number>|Point...|Number...} This can be an array of Points that form the polygon,
* a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arugments passed can be
* all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are
* Numbers.
**/
* @param {Array<Phaser.Point>|Array<number>} points - The array of Points.
*/
Phaser.Polygon = function (points) {
PIXI.Polygon.call(this, points);
/**
* @property {Description} type - Description.
* @property {number} type - The base object type.
*/
this.type = Phaser.POLYGON;