mirror of
https://github.com/wassname/phaser.git
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599 lines
24 KiB
JavaScript
599 lines
24 KiB
JavaScript
var __extends = this.__extends || function (d, b) {
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function __() { this.constructor = d; }
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__.prototype = b.prototype;
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d.prototype = new __();
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};
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/// <reference path="Basic.ts" />
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/// <reference path="Game.ts" />
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/**
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* Phaser - Group
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*
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* This class is used for organising, updating and sorting game objects.
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*/
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var Phaser;
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(function (Phaser) {
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var Group = (function (_super) {
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__extends(Group, _super);
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function Group(game, MaxSize) {
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if (typeof MaxSize === "undefined") { MaxSize = 0; }
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_super.call(this, game);
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/**
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* You can set a globalCompositeOperation that will be applied before the render method is called on this Groups children.
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* This is useful if you wish to apply an effect like 'lighten' to a whole group of children as it saves doing it one-by-one.
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* If this value is set it will call a canvas context save and restore before and after the render pass.
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* Set to null to disable.
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*/
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this.globalCompositeOperation = null;
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/**
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* You can set an alpha value on this Group that will be applied before the render method is called on this Groups children.
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* This is useful if you wish to alpha a whole group of children as it saves doing it one-by-one.
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* Set to 0 to disable.
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*/
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this.alpha = 0;
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this.isGroup = true;
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this.members = [];
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this.length = 0;
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this._maxSize = MaxSize;
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this._marker = 0;
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this._sortIndex = null;
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this.cameraBlacklist = [];
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}
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Group.ASCENDING = -1;
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Group.DESCENDING = 1;
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Group.prototype.hideFromCamera = /**
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* If you do not wish this object to be visible to a specific camera, pass the camera here.
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*
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* @param camera {Camera} The specific camera.
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*/
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function (camera) {
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if(this.cameraBlacklist.indexOf(camera.ID) == -1) {
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this.cameraBlacklist.push(camera.ID);
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}
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};
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Group.prototype.showToCamera = /**
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* Make this object only visible to a specific camera.
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*
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* @param camera {Camera} The camera you wish it to be visible.
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*/
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function (camera) {
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if(this.cameraBlacklist.indexOf(camera.ID) !== -1) {
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this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1);
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}
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};
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Group.prototype.clearCameraList = /**
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* This clears the camera black list, making the GameObject visible to all cameras.
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*/
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function () {
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this.cameraBlacklist.length = 0;
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};
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Group.prototype.destroy = /**
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* Override this function to handle any deleting or "shutdown" type operations you might need,
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* such as removing traditional Flash children like Basic objects.
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*/
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function () {
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if(this.members != null) {
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var basic;
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var i = 0;
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while(i < this.length) {
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basic = this.members[i++];
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if(basic != null) {
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basic.destroy();
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}
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}
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this.members.length = 0;
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}
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this._sortIndex = null;
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};
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Group.prototype.update = /**
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* Automatically goes through and calls update on everything you added.
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*/
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function (forceUpdate) {
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if (typeof forceUpdate === "undefined") { forceUpdate = false; }
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if(this.ignoreGlobalUpdate && forceUpdate == false) {
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return;
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}
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var basic;
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var i = 0;
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while(i < this.length) {
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basic = this.members[i++];
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if((basic != null) && basic.exists && basic.active && basic.ignoreGlobalUpdate == false) {
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basic.preUpdate();
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basic.update(forceUpdate);
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basic.postUpdate();
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}
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}
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};
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Group.prototype.render = /**
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* Automatically goes through and calls render on everything you added.
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*/
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function (camera, cameraOffsetX, cameraOffsetY, forceRender) {
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if (typeof forceRender === "undefined") { forceRender = false; }
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if(this.cameraBlacklist.indexOf(camera.ID) !== -1) {
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return;
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}
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if(this.ignoreGlobalRender && forceRender == false) {
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return;
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}
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if(this.globalCompositeOperation) {
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this._game.stage.context.save();
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this._game.stage.context.globalCompositeOperation = this.globalCompositeOperation;
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}
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if(this.alpha > 0) {
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var prevAlpha = this._game.stage.context.globalAlpha;
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this._game.stage.context.globalAlpha = this.alpha;
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}
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var basic;
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var i = 0;
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while(i < this.length) {
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basic = this.members[i++];
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if((basic != null) && basic.exists && basic.visible && basic.ignoreGlobalRender == false) {
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basic.render(camera, cameraOffsetX, cameraOffsetY, forceRender);
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}
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}
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if(this.alpha > 0) {
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this._game.stage.context.globalAlpha = prevAlpha;
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}
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if(this.globalCompositeOperation) {
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this._game.stage.context.restore();
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}
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};
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Object.defineProperty(Group.prototype, "maxSize", {
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get: /**
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* The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
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*/
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function () {
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return this._maxSize;
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},
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set: /**
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* @private
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*/
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function (Size) {
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this._maxSize = Size;
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if(this._marker >= this._maxSize) {
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this._marker = 0;
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}
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if((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) {
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return;
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}
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//If the max size has shrunk, we need to get rid of some objects
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var basic;
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var i = this._maxSize;
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var l = this.members.length;
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while(i < l) {
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basic = this.members[i++];
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if(basic != null) {
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basic.destroy();
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}
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}
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this.length = this.members.length = this._maxSize;
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},
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enumerable: true,
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configurable: true
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});
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Group.prototype.add = /**
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* Adds a new <code>Basic</code> subclass (Basic, GameObject, Sprite, etc) to the group.
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* Group will try to replace a null member of the array first.
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* Failing that, Group will add it to the end of the member array,
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* assuming there is room for it, and doubling the size of the array if necessary.
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*
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* <p>WARNING: If the group has a maxSize that has already been met,
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* the object will NOT be added to the group!</p>
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*
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* @param {Basic} Object The object you want to add to the group.
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* @return {Basic} The same <code>Basic</code> object that was passed in.
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*/
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function (Object) {
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//Don't bother adding an object twice.
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if(this.members.indexOf(Object) >= 0) {
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return Object;
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}
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//First, look for a null entry where we can add the object.
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var i = 0;
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var l = this.members.length;
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while(i < l) {
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if(this.members[i] == null) {
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this.members[i] = Object;
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if(i >= this.length) {
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this.length = i + 1;
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}
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return Object;
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}
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i++;
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}
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//Failing that, expand the array (if we can) and add the object.
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if(this._maxSize > 0) {
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if(this.members.length >= this._maxSize) {
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return Object;
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} else if(this.members.length * 2 <= this._maxSize) {
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this.members.length *= 2;
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} else {
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this.members.length = this._maxSize;
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}
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} else {
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this.members.length *= 2;
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}
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//If we made it this far, then we successfully grew the group,
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//and we can go ahead and add the object at the first open slot.
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this.members[i] = Object;
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this.length = i + 1;
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return Object;
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};
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Group.prototype.recycle = /**
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* Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
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*
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* <p>If you specified a maximum size for this group (like in Emitter),
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* then recycle will employ what we're calling "rotating" recycling.
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* Recycle() will first check to see if the group is at capacity yet.
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* If group is not yet at capacity, recycle() returns a new object.
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* If the group IS at capacity, then recycle() just returns the next object in line.</p>
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*
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* <p>If you did NOT specify a maximum size for this group,
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* then recycle() will employ what we're calling "grow-style" recycling.
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* Recycle() will return either the first object with exists == false,
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* or, finding none, add a new object to the array,
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* doubling the size of the array if necessary.</p>
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*
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* <p>WARNING: If this function needs to create a new object,
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* and no object class was provided, it will return null
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* instead of a valid object!</p>
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*
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* @param {class} ObjectClass The class type you want to recycle (e.g. Basic, EvilRobot, etc). Do NOT "new" the class in the parameter!
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*
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* @return {any} A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;).
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*/
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function (ObjectClass) {
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if (typeof ObjectClass === "undefined") { ObjectClass = null; }
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var basic;
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if(this._maxSize > 0) {
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if(this.length < this._maxSize) {
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if(ObjectClass == null) {
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return null;
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}
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return this.add(new ObjectClass(this._game));
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} else {
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basic = this.members[this._marker++];
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if(this._marker >= this._maxSize) {
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this._marker = 0;
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}
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return basic;
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}
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} else {
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basic = this.getFirstAvailable(ObjectClass);
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if(basic != null) {
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return basic;
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}
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if(ObjectClass == null) {
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return null;
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}
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return this.add(new ObjectClass(this._game));
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}
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};
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Group.prototype.remove = /**
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* Removes an object from the group.
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*
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* @param {Basic} object The <code>Basic</code> you want to remove.
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* @param {boolean} splice Whether the object should be cut from the array entirely or not.
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*
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* @return {Basic} The removed object.
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*/
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function (object, splice) {
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if (typeof splice === "undefined") { splice = false; }
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var index = this.members.indexOf(object);
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if((index < 0) || (index >= this.members.length)) {
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return null;
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}
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if(splice) {
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this.members.splice(index, 1);
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this.length--;
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} else {
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this.members[index] = null;
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}
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return object;
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};
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Group.prototype.replace = /**
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* Replaces an existing <code>Basic</code> with a new one.
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*
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* @param {Basic} oldObject The object you want to replace.
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* @param {Basic} newObject The new object you want to use instead.
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*
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* @return {Basic} The new object.
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*/
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function (oldObject, newObject) {
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var index = this.members.indexOf(oldObject);
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if((index < 0) || (index >= this.members.length)) {
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return null;
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}
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this.members[index] = newObject;
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return newObject;
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};
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Group.prototype.sort = /**
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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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*
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* @param {string} index The <code>string</code> name of the member variable you want to sort on. Default value is "y".
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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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*/
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function (index, order) {
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if (typeof index === "undefined") { index = "y"; }
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if (typeof order === "undefined") { order = Phaser.Group.ASCENDING; }
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this._sortIndex = index;
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this._sortOrder = order;
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this.members.sort(this.sortHandler);
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};
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Group.prototype.setAll = /**
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* Go through and set the specified variable to the specified value on all members of the group.
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*
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* @param {string} VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor".
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* @param {Object} Value The value you want to assign to that variable.
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* @param {boolean} Recurse Default value is true, meaning if <code>setAll()</code> encounters a member that is a group, it will call <code>setAll()</code> on that group rather than modifying its variable.
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*/
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function (VariableName, Value, Recurse) {
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if (typeof Recurse === "undefined") { Recurse = true; }
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var basic;
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var i = 0;
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while(i < length) {
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basic = this.members[i++];
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if(basic != null) {
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if(Recurse && (basic.isGroup == true)) {
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basic['setAll'](VariableName, Value, Recurse);
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} else {
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basic[VariableName] = Value;
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}
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}
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}
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};
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Group.prototype.callAll = /**
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* Go through and call the specified function on all members of the group.
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* Currently only works on functions that have no required parameters.
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*
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* @param {string} FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()".
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* @param {boolean} Recurse Default value is true, meaning if <code>callAll()</code> encounters a member that is a group, it will call <code>callAll()</code> on that group rather than calling the group's function.
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*/
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function (FunctionName, Recurse) {
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if (typeof Recurse === "undefined") { Recurse = true; }
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var basic;
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var i = 0;
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while(i < this.length) {
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basic = this.members[i++];
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if(basic != null) {
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if(Recurse && (basic.isGroup == true)) {
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basic['callAll'](FunctionName, Recurse);
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} else {
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basic[FunctionName]();
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}
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}
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}
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};
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Group.prototype.forEach = /**
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* @param {function} callback
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* @param {boolean} recursive
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*/
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function (callback, recursive) {
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if (typeof recursive === "undefined") { recursive = false; }
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var basic;
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var i = 0;
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while(i < this.length) {
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basic = this.members[i++];
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if(basic != null) {
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if(recursive && (basic.isGroup == true)) {
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basic.forEach(callback, true);
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} else {
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callback.call(this, basic);
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}
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}
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}
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};
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Group.prototype.forEachAlive = /**
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* @param {any} context
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* @param {function} callback
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* @param {boolean} recursive
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*/
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function (context, callback, recursive) {
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if (typeof recursive === "undefined") { recursive = false; }
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var basic;
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var i = 0;
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while(i < this.length) {
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basic = this.members[i++];
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if(basic != null && basic.alive) {
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if(recursive && (basic.isGroup == true)) {
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basic.forEachAlive(context, callback, true);
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} else {
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callback.call(context, basic);
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}
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}
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}
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};
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Group.prototype.getFirstAvailable = /**
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* Call this function to retrieve the first object with exists == false in the group.
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* This is handy for recycling in general, e.g. respawning enemies.
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*
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* @param {any} [ObjectClass] An optional parameter that lets you narrow the results to instances of this particular class.
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*
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* @return {any} A <code>Basic</code> currently flagged as not existing.
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*/
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function (ObjectClass) {
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if (typeof ObjectClass === "undefined") { ObjectClass = null; }
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var basic;
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var i = 0;
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while(i < this.length) {
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basic = this.members[i++];
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if((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) {
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return basic;
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}
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}
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return null;
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};
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Group.prototype.getFirstNull = /**
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* Call this function to retrieve the first index set to 'null'.
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* Returns -1 if no index stores a null object.
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*
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* @return {number} An <code>int</code> indicating the first null slot in the group.
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*/
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function () {
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var basic;
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var i = 0;
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var l = this.members.length;
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while(i < l) {
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if(this.members[i] == null) {
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return i;
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} else {
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i++;
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}
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}
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return -1;
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};
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Group.prototype.getFirstExtant = /**
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* Call this function to retrieve the first object with exists == true in the group.
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* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
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*
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* @return {Basic} A <code>Basic</code> currently flagged as existing.
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*/
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function () {
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var basic;
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var i = 0;
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while(i < length) {
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basic = this.members[i++];
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if((basic != null) && basic.exists) {
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return basic;
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}
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}
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return null;
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};
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Group.prototype.getFirstAlive = /**
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* Call this function to retrieve the first object with dead == false in the group.
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* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
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*
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* @return {Basic} A <code>Basic</code> currently flagged as not dead.
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*/
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function () {
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var basic;
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var i = 0;
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while(i < this.length) {
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basic = this.members[i++];
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if((basic != null) && basic.exists && basic.alive) {
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return basic;
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}
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}
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return null;
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};
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Group.prototype.getFirstDead = /**
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* Call this function to retrieve the first object with dead == true in the group.
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* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
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*
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* @return {Basic} A <code>Basic</code> currently flagged as dead.
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*/
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function () {
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var basic;
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var i = 0;
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while(i < this.length) {
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basic = this.members[i++];
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if((basic != null) && !basic.alive) {
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return basic;
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}
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}
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return null;
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};
|
|
Group.prototype.countLiving = /**
|
|
* Call this function to find out how many members of the group are not dead.
|
|
*
|
|
* @return {number} The number of <code>Basic</code>s flagged as not dead. Returns -1 if group is empty.
|
|
*/
|
|
function () {
|
|
var count = -1;
|
|
var basic;
|
|
var i = 0;
|
|
while(i < this.length) {
|
|
basic = this.members[i++];
|
|
if(basic != null) {
|
|
if(count < 0) {
|
|
count = 0;
|
|
}
|
|
if(basic.exists && basic.alive) {
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
return count;
|
|
};
|
|
Group.prototype.countDead = /**
|
|
* Call this function to find out how many members of the group are dead.
|
|
*
|
|
* @return {number} The number of <code>Basic</code>s flagged as dead. Returns -1 if group is empty.
|
|
*/
|
|
function () {
|
|
var count = -1;
|
|
var basic;
|
|
var i = 0;
|
|
while(i < this.length) {
|
|
basic = this.members[i++];
|
|
if(basic != null) {
|
|
if(count < 0) {
|
|
count = 0;
|
|
}
|
|
if(!basic.alive) {
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
return count;
|
|
};
|
|
Group.prototype.getRandom = /**
|
|
* Returns a member at random from the group.
|
|
*
|
|
* @param {number} StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
|
|
* @param {number} Length Optional restriction on the number of values you want to randomly select from.
|
|
*
|
|
* @return {Basic} A <code>Basic</code> from the members list.
|
|
*/
|
|
function (StartIndex, Length) {
|
|
if (typeof StartIndex === "undefined") { StartIndex = 0; }
|
|
if (typeof Length === "undefined") { Length = 0; }
|
|
if(Length == 0) {
|
|
Length = this.length;
|
|
}
|
|
return this._game.math.getRandom(this.members, StartIndex, Length);
|
|
};
|
|
Group.prototype.clear = /**
|
|
* Remove all instances of <code>Basic</code> subclass (Basic, Block, etc) from the list.
|
|
* WARNING: does not destroy() or kill() any of these objects!
|
|
*/
|
|
function () {
|
|
this.length = this.members.length = 0;
|
|
};
|
|
Group.prototype.kill = /**
|
|
* Calls kill on the group's members and then on the group itself.
|
|
*/
|
|
function () {
|
|
var basic;
|
|
var i = 0;
|
|
while(i < this.length) {
|
|
basic = this.members[i++];
|
|
if((basic != null) && basic.exists) {
|
|
basic.kill();
|
|
}
|
|
}
|
|
};
|
|
Group.prototype.sortHandler = /**
|
|
* Helper function for the sort process.
|
|
*
|
|
* @param {Basic} Obj1 The first object being sorted.
|
|
* @param {Basic} Obj2 The second object being sorted.
|
|
*
|
|
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
|
*/
|
|
function (Obj1, Obj2) {
|
|
if(Obj1[this._sortIndex] < Obj2[this._sortIndex]) {
|
|
return this._sortOrder;
|
|
} else if(Obj1[this._sortIndex] > Obj2[this._sortIndex]) {
|
|
return -this._sortOrder;
|
|
}
|
|
return 0;
|
|
};
|
|
return Group;
|
|
})(Phaser.Basic);
|
|
Phaser.Group = Group;
|
|
})(Phaser || (Phaser = {}));
|