Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting.

This commit is contained in:
photonstorm
2014-02-06 02:31:36 +00:00
parent 9737710200
commit 4cfce8b4d2
89 changed files with 1176 additions and 1521 deletions
+9 -23
View File
@@ -636,15 +636,15 @@ Phaser.Physics.Arcade.prototype = {
return;
}
var len = group._container.children.length;
var len = group.children.length;
for (var i = 0; i < len; i++)
{
for (var j = i + 1; j <= len; j++)
{
if (group._container.children[i] && group._container.children[j] && group._container.children[i].exists && group._container.children[j].exists)
if (group.children[i] && group.children[j] && group.children[i].exists && group.children[j].exists)
{
this.collideSpriteVsSprite(group._container.children[i], group._container.children[j], collideCallback, processCallback, callbackContext, overlapOnly);
this.collideSpriteVsSprite(group.children[i], group.children[j], collideCallback, processCallback, callbackContext, overlapOnly);
}
}
}
@@ -664,19 +664,12 @@ Phaser.Physics.Arcade.prototype = {
return;
}
if (group1._container.first._iNext)
for (var i = 0, len = group1.children.length; i < len; i++)
{
var currentNode = group1._container.first._iNext;
do
if (group1.children[i].exists)
{
if (currentNode.exists)
{
this.collideSpriteVsGroup(currentNode, group2, collideCallback, processCallback, callbackContext, overlapOnly);
}
currentNode = currentNode._iNext;
this.collideSpriteVsGroup(group1.children[i], group2, collideCallback, processCallback, callbackContext, overlapOnly);
}
while (currentNode != group1._container.last._iNext);
}
},
@@ -746,19 +739,12 @@ Phaser.Physics.Arcade.prototype = {
return;
}
if (group._container.first._iNext)
for (var i = 0, len = group.children.length; i < len; i++)
{
var currentNode = group._container.first._iNext;
do
if (group.children[i].exists)
{
if (currentNode.exists)
{
this.collideSpriteVsTilemapLayer(currentNode, tilemapLayer, collideCallback, processCallback, callbackContext);
}
currentNode = currentNode._iNext;
this.collideSpriteVsTilemapLayer(group.children[i], tilemapLayer, collideCallback, processCallback, callbackContext);
}
while (currentNode != group._container.last._iNext);
}
},