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https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
Added in a Group.sort demo, also updated the documentation and build files.
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@@ -28,6 +28,7 @@ var Phaser = Phaser || {
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TILEMAP: 9,
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TILEMAPLAYER: 10,
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EMITTER: 11,
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POLYGON: 12,
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NONE: 0,
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LEFT: 1,
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+4
-14
@@ -985,23 +985,17 @@ Phaser.Group.prototype = {
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/**
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* Call this function to sort the group according to a particular value and order.
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* For example, to sort game objects for Zelda-style overlaps you might call
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* <code>myGroup.sort("y",Group.ASCENDING)</code> at the bottom of your
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* <code>State.update()</code> override. To sort all existing objects after
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* a big explosion or bomb attack, you might call <code>myGroup.sort("exists",Group.DESCENDING)</code>.
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* 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()`.
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*
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* @param {string} index The <code>string</code> name of the member variable you want to sort on. Default value is "z".
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* @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>.
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* @method Phaser.Group#sort
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* @param {string} [index='y'] - The `string` name of the property you want to sort on.
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* @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.
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*/
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sort: function (index, order) {
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if (typeof index === 'undefined') { index = 'y'; }
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if (typeof order === 'undefined') { order = Phaser.Group.SORT_ASCENDING; }
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console.log('-vvv--------------------------------------------------------------------------------');
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this.dump(true);
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var swapped;
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var temp;
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@@ -1036,10 +1030,6 @@ Phaser.Group.prototype = {
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}
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} while (swapped);
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this.dump(true);
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console.log('-^^^--------------------------------------------------------------------------------');
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},
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/**
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+14
-8
@@ -1,20 +1,26 @@
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/**
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* Creates a new Polygon. You have to provide a list of points
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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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* Creates a new Polygon. You have to provide a list of points.
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* 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, ...],
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* 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
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* 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.
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*
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* @class Phaser.Polygon
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* @classdesc The polygon represents a list of orderded points in space
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* @constructor
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* @param points* {Array<Point>|Array<Number>|Point...|Number...} This can be an array of Points that form the polygon,
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* a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arugments passed can be
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* all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
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* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are
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* Numbers.
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**/
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* @param {Array<Phaser.Point>|Array<number>} points - The array of Points.
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*/
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Phaser.Polygon = function (points) {
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PIXI.Polygon.call(this, points);
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/**
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* @property {Description} type - Description.
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* @property {number} type - The base object type.
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*/
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this.type = Phaser.POLYGON;
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