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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/******/ var __webpack_modules__ = ({ /***/ 50792: /***/ ((module) => { var has = Object.prototype.hasOwnProperty , prefix = '~'; /** * Constructor to create a storage for our `EE` objects. * An `Events` instance is a plain object whose properties are event names. * * @constructor * @private */ function Events() {} // // We try to not inherit from `Object.prototype`. In some engines creating an // instance in this way is faster than calling `Object.create(null)` directly. // If `Object.create(null)` is not supported we prefix the event names with a // character to make sure that the built-in object properties are not // overridden or used as an attack vector. // if (Object.create) { Events.prototype = Object.create(null); // // This hack is needed because the `__proto__` property is still inherited in // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. // if (!new Events().__proto__) prefix = false; } /** * Representation of a single event listener. * * @param {Function} fn The listener function. * @param {*} context The context to invoke the listener with. * @param {Boolean} [once=false] Specify if the listener is a one-time listener. * @constructor * @private */ function EE(fn, context, once) { this.fn = fn; this.context = context; this.once = once || false; } /** * Add a listener for a given event. * * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. * @param {(String|Symbol)} event The event name. * @param {Function} fn The listener function. * @param {*} context The context to invoke the listener with. * @param {Boolean} once Specify if the listener is a one-time listener. * @returns {EventEmitter} * @private */ function addListener(emitter, event, fn, context, once) { if (typeof fn !== 'function') { throw new TypeError('The listener must be a function'); } var listener = new EE(fn, context || emitter, once) , evt = prefix ? prefix + event : event; if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++; else if (!emitter._events[evt].fn) emitter._events[evt].push(listener); else emitter._events[evt] = [emitter._events[evt], listener]; return emitter; } /** * Clear event by name. * * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. * @param {(String|Symbol)} evt The Event name. * @private */ function clearEvent(emitter, evt) { if (--emitter._eventsCount === 0) emitter._events = new Events(); else delete emitter._events[evt]; } /** * Minimal `EventEmitter` interface that is molded against the Node.js * `EventEmitter` interface. * * @constructor * @public */ function EventEmitter() { this._events = new Events(); this._eventsCount = 0; } /** * Return an array listing the events for which the emitter has registered * listeners. * * @returns {Array} * @public */ EventEmitter.prototype.eventNames = function eventNames() { var names = [] , events , name; if (this._eventsCount === 0) return names; for (name in (events = this._events)) { if (has.call(events, name)) names.push(prefix ? name.slice(1) : name); } if (Object.getOwnPropertySymbols) { return names.concat(Object.getOwnPropertySymbols(events)); } return names; }; /** * Return the listeners registered for a given event. * * @param {(String|Symbol)} event The event name. * @returns {Array} The registered listeners. * @public */ EventEmitter.prototype.listeners = function listeners(event) { var evt = prefix ? prefix + event : event , handlers = this._events[evt]; if (!handlers) return []; if (handlers.fn) return [handlers.fn]; for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { ee[i] = handlers[i].fn; } return ee; }; /** * Return the number of listeners listening to a given event. * * @param {(String|Symbol)} event The event name. * @returns {Number} The number of listeners. * @public */ EventEmitter.prototype.listenerCount = function listenerCount(event) { var evt = prefix ? prefix + event : event , listeners = this._events[evt]; if (!listeners) return 0; if (listeners.fn) return 1; return listeners.length; }; /** * Calls each of the listeners registered for a given event. * * @param {(String|Symbol)} event The event name. * @returns {Boolean} `true` if the event had listeners, else `false`. * @public */ EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { var evt = prefix ? prefix + event : event; if (!this._events[evt]) return false; var listeners = this._events[evt] , len = arguments.length , args , i; if (listeners.fn) { if (listeners.once) this.removeListener(event, listeners.fn, undefined, true); switch (len) { case 1: return listeners.fn.call(listeners.context), true; case 2: return listeners.fn.call(listeners.context, a1), true; case 3: return listeners.fn.call(listeners.context, a1, a2), true; case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; } for (i = 1, args = new Array(len -1); i < len; i++) { args[i - 1] = arguments[i]; } listeners.fn.apply(listeners.context, args); } else { var length = listeners.length , j; for (i = 0; i < length; i++) { if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true); switch (len) { case 1: listeners[i].fn.call(listeners[i].context); break; case 2: listeners[i].fn.call(listeners[i].context, a1); break; case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; default: if (!args) for (j = 1, args = new Array(len -1); j < len; j++) { args[j - 1] = arguments[j]; } listeners[i].fn.apply(listeners[i].context, args); } } } return true; }; /** * Add a listener for a given event. * * @param {(String|Symbol)} event The event name. * @param {Function} fn The listener function. * @param {*} [context=this] The context to invoke the listener with. * @returns {EventEmitter} `this`. * @public */ EventEmitter.prototype.on = function on(event, fn, context) { return addListener(this, event, fn, context, false); }; /** * Add a one-time listener for a given event. * * @param {(String|Symbol)} event The event name. * @param {Function} fn The listener function. * @param {*} [context=this] The context to invoke the listener with. * @returns {EventEmitter} `this`. * @public */ EventEmitter.prototype.once = function once(event, fn, context) { return addListener(this, event, fn, context, true); }; /** * Remove the listeners of a given event. * * @param {(String|Symbol)} event The event name. * @param {Function} fn Only remove the listeners that match this function. * @param {*} context Only remove the listeners that have this context. * @param {Boolean} once Only remove one-time listeners. * @returns {EventEmitter} `this`. * @public */ EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { var evt = prefix ? prefix + event : event; if (!this._events[evt]) return this; if (!fn) { clearEvent(this, evt); return this; } var listeners = this._events[evt]; if (listeners.fn) { if ( listeners.fn === fn && (!once || listeners.once) && (!context || listeners.context === context) ) { clearEvent(this, evt); } } else { for (var i = 0, events = [], length = listeners.length; i < length; i++) { if ( listeners[i].fn !== fn || (once && !listeners[i].once) || (context && listeners[i].context !== context) ) { events.push(listeners[i]); } } // // Reset the array, or remove it completely if we have no more listeners. // if (events.length) this._events[evt] = events.length === 1 ? events[0] : events; else clearEvent(this, evt); } return this; }; /** * Remove all listeners, or those of the specified event. * * @param {(String|Symbol)} [event] The event name. * @returns {EventEmitter} `this`. * @public */ EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { var evt; if (event) { evt = prefix ? prefix + event : event; if (this._events[evt]) clearEvent(this, evt); } else { this._events = new Events(); this._eventsCount = 0; } return this; }; // // Alias methods names because people roll like that. // EventEmitter.prototype.off = EventEmitter.prototype.removeListener; EventEmitter.prototype.addListener = EventEmitter.prototype.on; // // Expose the prefix. // EventEmitter.prefixed = prefix; // // Allow `EventEmitter` to be imported as module namespace. // EventEmitter.EventEmitter = EventEmitter; // // Expose the module. // if (true) { module.exports = EventEmitter; } /***/ }), /***/ 11517: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author samme * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var QuickSet = __webpack_require__(38829); /** * Takes an array of Game Objects and aligns them next to each other. * * The alignment position is controlled by the `position` parameter, which should be one * of the Phaser.Display.Align constants, such as `Phaser.Display.Align.TOP_LEFT`, * `Phaser.Display.Align.TOP_CENTER`, etc. * * The first item isn't moved. The second item is aligned next to the first, * then the third next to the second, and so on. * * @function Phaser.Actions.AlignTo * @since 3.22.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {number} position - The position to align the items with. This is an align constant, such as `Phaser.Display.Align.LEFT_CENTER`. * @param {number} [offsetX=0] - Optional horizontal offset from the position. * @param {number} [offsetY=0] - Optional vertical offset from the position. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var AlignTo = function (items, position, offsetX, offsetY) { var target = items[0]; for (var i = 1; i < items.length; i++) { var item = items[i]; QuickSet(item, target, position, offsetX, offsetY); target = item; } return items; }; module.exports = AlignTo; /***/ }), /***/ 80318: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var PropertyValueInc = __webpack_require__(66979); /** * Takes an array of Game Objects, or any objects that have a public `angle` property, * and then adds the given value to each of their `angle` properties. * * The optional `step` property is applied incrementally, multiplied by each item in the array. * * To use this with a Group: `Angle(group.getChildren(), value, step)` * * @function Phaser.Actions.Angle * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {number} value - The amount to be added to the `angle` property. * @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter. * @param {number} [index=0] - An optional offset to start searching from within the items array. * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var Angle = function (items, value, step, index, direction) { return PropertyValueInc(items, 'angle', value, step, index, direction); }; module.exports = Angle; /***/ }), /***/ 60757: /***/ ((module) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Takes an array of objects and passes each of them to the given callback. * * @function Phaser.Actions.Call * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {Phaser.Types.Actions.CallCallback} callback - The callback to be invoked. It will be passed just one argument: the item from the array. * @param {*} context - The scope in which the callback will be invoked. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that was passed to this Action. */ var Call = function (items, callback, context) { for (var i = 0; i < items.length; i++) { var item = items[i]; callback.call(context, item); } return items; }; module.exports = Call; /***/ }), /***/ 69927: /***/ ((module) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Takes an array of objects and returns the first element in the array that has properties which match * all of those specified in the `compare` object. For example, if the compare object was: `{ scaleX: 0.5, alpha: 1 }` * then it would return the first item which had the property `scaleX` set to 0.5 and `alpha` set to 1. * * To use this with a Group: `GetFirst(group.getChildren(), compare, index)` * * @function Phaser.Actions.GetFirst * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be searched by this action. * @param {object} compare - The comparison object. Each property in this object will be checked against the items of the array. * @param {number} [index=0] - An optional offset to start searching from within the items array. * * @return {?(object|Phaser.GameObjects.GameObject)} The first object in the array that matches the comparison object, or `null` if no match was found. */ var GetFirst = function (items, compare, index) { if (index === undefined) { index = 0; } for (var i = index; i < items.length; i++) { var item = items[i]; var match = true; for (var property in compare) { if (item[property] !== compare[property]) { match = false; } } if (match) { return item; } } return null; }; module.exports = GetFirst; /***/ }), /***/ 32265: /***/ ((module) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Takes an array of objects and returns the last element in the array that has properties which match * all of those specified in the `compare` object. For example, if the compare object was: `{ scaleX: 0.5, alpha: 1 }` * then it would return the last item which had the property `scaleX` set to 0.5 and `alpha` set to 1. * * To use this with a Group: `GetLast(group.getChildren(), compare, index)` * * @function Phaser.Actions.GetLast * @since 3.3.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be searched by this action. * @param {object} compare - The comparison object. Each property in this object will be checked against the items of the array. * @param {number} [index=0] - An optional offset to start searching from within the items array. * * @return {?(object|Phaser.GameObjects.GameObject)} The last object in the array that matches the comparison object, or `null` if no match was found. */ var GetLast = function (items, compare, index) { if (index === undefined) { index = 0; } for (var i = items.length - 1; i >= index; i--) { var item = items[i]; var match = true; for (var property in compare) { if (item[property] !== compare[property]) { match = false; } } if (match) { return item; } } return null; }; module.exports = GetLast; /***/ }), /***/ 94420: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var AlignIn = __webpack_require__(11879); var CONST = __webpack_require__(60461); var GetFastValue = __webpack_require__(95540); var NOOP = __webpack_require__(29747); var Zone = __webpack_require__(41481); var tempZone = new Zone({ sys: { queueDepthSort: NOOP, events: { once: NOOP } } }, 0, 0, 1, 1).setOrigin(0, 0); /** * Takes an array of Game Objects, or any objects that have public `x` and `y` properties, * and then aligns them based on the grid configuration given to this action. * * @function Phaser.Actions.GridAlign * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {Phaser.Types.Actions.GridAlignConfig} options - The GridAlign Configuration object. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var GridAlign = function (items, options) { if (options === undefined) { options = {}; } var widthSet = options.hasOwnProperty('width'); var heightSet = options.hasOwnProperty('height'); var width = GetFastValue(options, 'width', -1); var height = GetFastValue(options, 'height', -1); var cellWidth = GetFastValue(options, 'cellWidth', 1); var cellHeight = GetFastValue(options, 'cellHeight', cellWidth); var position = GetFastValue(options, 'position', CONST.TOP_LEFT); var x = GetFastValue(options, 'x', 0); var y = GetFastValue(options, 'y', 0); var cx = 0; var cy = 0; var w = (width * cellWidth); var h = (height * cellHeight); tempZone.setPosition(x, y); tempZone.setSize(cellWidth, cellHeight); for (var i = 0; i < items.length; i++) { AlignIn(items[i], tempZone, position); if (widthSet && width === -1) { // We keep laying them out horizontally until we've done them all tempZone.x += cellWidth; } else if (heightSet && height === -1) { // We keep laying them out vertically until we've done them all tempZone.y += cellHeight; } else if (heightSet && !widthSet) { // We keep laying them out until we hit the column limit cy += cellHeight; tempZone.y += cellHeight; if (cy === h) { cy = 0; cx += cellWidth; tempZone.y = y; tempZone.x += cellWidth; if (cx === w) { // We've hit the column limit, so return, even if there are items left break; } } } else { // We keep laying them out until we hit the column limit cx += cellWidth; tempZone.x += cellWidth; if (cx === w) { cx = 0; cy += cellHeight; tempZone.x = x; tempZone.y += cellHeight; if (cy === h) { // We've hit the column limit, so return, even if there are items left break; } } } } return items; }; module.exports = GridAlign; /***/ }), /***/ 41721: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var PropertyValueInc = __webpack_require__(66979); /** * Takes an array of Game Objects, or any objects that have a public `alpha` property, * and then adds the given value to each of their `alpha` properties. * * The optional `step` property is applied incrementally, multiplied by each item in the array. * * To use this with a Group: `IncAlpha(group.getChildren(), value, step)` * * @function Phaser.Actions.IncAlpha * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {number} value - The amount to be added to the `alpha` property. * @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter. * @param {number} [index=0] - An optional offset to start searching from within the items array. * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var IncAlpha = function (items, value, step, index, direction) { return PropertyValueInc(items, 'alpha', value, step, index, direction); }; module.exports = IncAlpha; /***/ }), /***/ 67285: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var PropertyValueInc = __webpack_require__(66979); /** * Takes an array of Game Objects, or any objects that have a public `x` property, * and then adds the given value to each of their `x` properties. * * The optional `step` property is applied incrementally, multiplied by each item in the array. * * To use this with a Group: `IncX(group.getChildren(), value, step)` * * @function Phaser.Actions.IncX * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {number} value - The amount to be added to the `x` property. * @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter. * @param {number} [index=0] - An optional offset to start searching from within the items array. * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var IncX = function (items, value, step, index, direction) { return PropertyValueInc(items, 'x', value, step, index, direction); }; module.exports = IncX; /***/ }), /***/ 9074: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var PropertyValueInc = __webpack_require__(66979); /** * Takes an array of Game Objects, or any objects that have public `x` and `y` properties, * and then adds the given value to each of them. * * The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array. * * To use this with a Group: `IncXY(group.getChildren(), x, y, stepX, stepY)` * * @function Phaser.Actions.IncXY * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {number} x - The amount to be added to the `x` property. * @param {number} [y=x] - The amount to be added to the `y` property. If `undefined` or `null` it uses the `x` value. * @param {number} [stepX=0] - This is added to the `x` amount, multiplied by the iteration counter. * @param {number} [stepY=0] - This is added to the `y` amount, multiplied by the iteration counter. * @param {number} [index=0] - An optional offset to start searching from within the items array. * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var IncXY = function (items, x, y, stepX, stepY, index, direction) { if (y === undefined || y === null) { y = x; } PropertyValueInc(items, 'x', x, stepX, index, direction); return PropertyValueInc(items, 'y', y, stepY, index, direction); }; module.exports = IncXY; /***/ }), /***/ 75222: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var PropertyValueInc = __webpack_require__(66979); /** * Takes an array of Game Objects, or any objects that have a public `y` property, * and then adds the given value to each of their `y` properties. * * The optional `step` property is applied incrementally, multiplied by each item in the array. * * To use this with a Group: `IncY(group.getChildren(), value, step)` * * @function Phaser.Actions.IncY * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {number} value - The amount to be added to the `y` property. * @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter. * @param {number} [index=0] - An optional offset to start searching from within the items array. * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var IncY = function (items, value, step, index, direction) { return PropertyValueInc(items, 'y', value, step, index, direction); }; module.exports = IncY; /***/ }), /***/ 22983: /***/ ((module) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of a Circle. * * If you wish to pass a `Phaser.GameObjects.Circle` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.PlaceOnCircle * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {Phaser.Geom.Circle} circle - The Circle to position the Game Objects on. * @param {number} [startAngle=0] - Optional angle to start position from, in radians. * @param {number} [endAngle=6.28] - Optional angle to stop position at, in radians. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var PlaceOnCircle = function (items, circle, startAngle, endAngle) { if (startAngle === undefined) { startAngle = 0; } if (endAngle === undefined) { endAngle = 6.28; } var angle = startAngle; var angleStep = (endAngle - startAngle) / items.length; var cx = circle.x; var cy = circle.y; var radius = circle.radius; for (var i = 0; i < items.length; i++) { items[i].x = cx + (radius * Math.cos(angle)); items[i].y = cy + (radius * Math.sin(angle)); angle += angleStep; } return items; }; module.exports = PlaceOnCircle; /***/ }), /***/ 95253: /***/ ((module) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of an Ellipse. * * If you wish to pass a `Phaser.GameObjects.Ellipse` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.PlaceOnEllipse * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {Phaser.Geom.Ellipse} ellipse - The Ellipse to position the Game Objects on. * @param {number} [startAngle=0] - Optional angle to start position from, in radians. * @param {number} [endAngle=6.28] - Optional angle to stop position at, in radians. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var PlaceOnEllipse = function (items, ellipse, startAngle, endAngle) { if (startAngle === undefined) { startAngle = 0; } if (endAngle === undefined) { endAngle = 6.28; } var angle = startAngle; var angleStep = (endAngle - startAngle) / items.length; var a = ellipse.width / 2; var b = ellipse.height / 2; for (var i = 0; i < items.length; i++) { items[i].x = ellipse.x + a * Math.cos(angle); items[i].y = ellipse.y + b * Math.sin(angle); angle += angleStep; } return items; }; module.exports = PlaceOnEllipse; /***/ }), /***/ 88505: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetPoints = __webpack_require__(15258); var GetEasedPoints = __webpack_require__(26708); /** * Positions an array of Game Objects on evenly spaced points of a Line. * If the ease parameter is supplied, it will space the points based on that easing function along the line. * * @function Phaser.Actions.PlaceOnLine * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {Phaser.Geom.Line} line - The Line to position the Game Objects on. * @param {(string|function)} [ease] - An optional ease to use. This can be either a string from the EaseMap, or a custom function. * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var PlaceOnLine = function (items, line, ease) { var points; if (ease) { points = GetEasedPoints(line, ease, items.length); } else { points = GetPoints(line, items.length); } for (var i = 0; i < items.length; i++) { var item = items[i]; var point = points[i]; item.x = point.x; item.y = point.y; } return items; }; module.exports = PlaceOnLine; /***/ }), /***/ 41346: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var MarchingAnts = __webpack_require__(14649); var RotateLeft = __webpack_require__(86003); var RotateRight = __webpack_require__(49498); /** * Takes an array of Game Objects and positions them on evenly spaced points around the perimeter of a Rectangle. * * Placement starts from the top-left of the rectangle, and proceeds in a clockwise direction. * If the `shift` parameter is given you can offset where placement begins. * * @function Phaser.Actions.PlaceOnRectangle * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {Phaser.Geom.Rectangle} rect - The Rectangle to position the Game Objects on. * @param {number} [shift=0] - An optional positional offset. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var PlaceOnRectangle = function (items, rect, shift) { if (shift === undefined) { shift = 0; } var points = MarchingAnts(rect, false, items.length); if (shift > 0) { RotateLeft(points, shift); } else if (shift < 0) { RotateRight(points, Math.abs(shift)); } for (var i = 0; i < items.length; i++) { items[i].x = points[i].x; items[i].y = points[i].y; } return items; }; module.exports = PlaceOnRectangle; /***/ }), /***/ 11575: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var BresenhamPoints = __webpack_require__(84993); /** * Takes an array of Game Objects and positions them on evenly spaced points around the edges of a Triangle. * * If you wish to pass a `Phaser.GameObjects.Triangle` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.PlaceOnTriangle * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {Phaser.Geom.Triangle} triangle - The Triangle to position the Game Objects on. * @param {number} [stepRate=1] - An optional step rate, to increase or decrease the packing of the Game Objects on the lines. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var PlaceOnTriangle = function (items, triangle, stepRate) { var p1 = BresenhamPoints({ x1: triangle.x1, y1: triangle.y1, x2: triangle.x2, y2: triangle.y2 }, stepRate); var p2 = BresenhamPoints({ x1: triangle.x2, y1: triangle.y2, x2: triangle.x3, y2: triangle.y3 }, stepRate); var p3 = BresenhamPoints({ x1: triangle.x3, y1: triangle.y3, x2: triangle.x1, y2: triangle.y1 }, stepRate); // Remove overlaps p1.pop(); p2.pop(); p3.pop(); p1 = p1.concat(p2, p3); var step = p1.length / items.length; var p = 0; for (var i = 0; i < items.length; i++) { var item = items[i]; var point = p1[Math.floor(p)]; item.x = point.x; item.y = point.y; p += step; } return items; }; module.exports = PlaceOnTriangle; /***/ }), /***/ 29953: /***/ ((module) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Play an animation on all Game Objects in the array that have an Animation component. * * You can pass either an animation key, or an animation configuration object for more control over the playback. * * @function Phaser.Actions.PlayAnimation * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object. * @param {boolean} [ignoreIfPlaying=false] - If this animation is already playing then ignore this call. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var PlayAnimation = function (items, key, ignoreIfPlaying) { for (var i = 0; i < items.length; i++) { var gameObject = items[i]; if (gameObject.anims) { gameObject.anims.play(key, ignoreIfPlaying); } } return items; }; module.exports = PlayAnimation; /***/ }), /***/ 66979: /***/ ((module) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Takes an array of Game Objects, or any objects that have a public property as defined in `key`, * and then adds the given value to it. * * The optional `step` property is applied incrementally, multiplied by each item in the array. * * To use this with a Group: `PropertyValueInc(group.getChildren(), key, value, step)` * * @function Phaser.Actions.PropertyValueInc * @since 3.3.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {string} key - The property to be updated. * @param {number} value - The amount to be added to the property. * @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter. * @param {number} [index=0] - An optional offset to start searching from within the items array. * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var PropertyValueInc = function (items, key, value, step, index, direction) { if (step === undefined) { step = 0; } if (index === undefined) { index = 0; } if (direction === undefined) { direction = 1; } var i; var t = 0; var end = items.length; if (direction === 1) { // Start to End for (i = index; i < end; i++) { items[i][key] += value + (t * step); t++; } } else { // End to Start for (i = index; i >= 0; i--) { items[i][key] += value + (t * step); t++; } } return items; }; module.exports = PropertyValueInc; /***/ }), /***/ 43967: /***/ ((module) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Takes an array of Game Objects, or any objects that have a public property as defined in `key`, * and then sets it to the given value. * * The optional `step` property is applied incrementally, multiplied by each item in the array. * * To use this with a Group: `PropertyValueSet(group.getChildren(), key, value, step)` * * @function Phaser.Actions.PropertyValueSet * @since 3.3.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {string} key - The property to be updated. * @param {number} value - The amount to set the property to. * @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter. * @param {number} [index=0] - An optional offset to start searching from within the items array. * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var PropertyValueSet = function (items, key, value, step, index, direction) { if (step === undefined) { step = 0; } if (index === undefined) { index = 0; } if (direction === undefined) { direction = 1; } var i; var t = 0; var end = items.length; if (direction === 1) { // Start to End for (i = index; i < end; i++) { items[i][key] = value + (t * step); t++; } } else { // End to Start for (i = index; i >= 0; i--) { items[i][key] = value + (t * step); t++; } } return items; }; module.exports = PropertyValueSet; /***/ }), /***/ 88926: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Random = __webpack_require__(28176); /** * Takes an array of Game Objects and positions them at random locations within the Circle. * * If you wish to pass a `Phaser.GameObjects.Circle` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.RandomCircle * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {Phaser.Geom.Circle} circle - The Circle to position the Game Objects within. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var RandomCircle = function (items, circle) { for (var i = 0; i < items.length; i++) { Random(circle, items[i]); } return items; }; module.exports = RandomCircle; /***/ }), /***/ 33286: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Random = __webpack_require__(24820); /** * Takes an array of Game Objects and positions them at random locations within the Ellipse. * * If you wish to pass a `Phaser.GameObjects.Ellipse` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.RandomEllipse * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {Phaser.Geom.Ellipse} ellipse - The Ellipse to position the Game Objects within. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var RandomEllipse = function (items, ellipse) { for (var i = 0; i < items.length; i++) { Random(ellipse, items[i]); } return items; }; module.exports = RandomEllipse; /***/ }), /***/ 96000: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Random = __webpack_require__(65822); /** * Takes an array of Game Objects and positions them at random locations on the Line. * * If you wish to pass a `Phaser.GameObjects.Line` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.RandomLine * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {Phaser.Geom.Line} line - The Line to position the Game Objects randomly on. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var RandomLine = function (items, line) { for (var i = 0; i < items.length; i++) { Random(line, items[i]); } return items; }; module.exports = RandomLine; /***/ }), /***/ 28789: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Random = __webpack_require__(26597); /** * Takes an array of Game Objects and positions them at random locations within the Rectangle. * * @function Phaser.Actions.RandomRectangle * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {Phaser.Geom.Rectangle} rect - The Rectangle to position the Game Objects within. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var RandomRectangle = function (items, rect) { for (var i = 0; i < items.length; i++) { Random(rect, items[i]); } return items; }; module.exports = RandomRectangle; /***/ }), /***/ 97154: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Random = __webpack_require__(90260); /** * Takes an array of Game Objects and positions them at random locations within the Triangle. * * If you wish to pass a `Phaser.GameObjects.Triangle` Shape to this function, you should pass its `geom` property. * * @function Phaser.Actions.RandomTriangle * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {Phaser.Geom.Triangle} triangle - The Triangle to position the Game Objects within. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var RandomTriangle = function (items, triangle) { for (var i = 0; i < items.length; i++) { Random(triangle, items[i]); } return items; }; module.exports = RandomTriangle; /***/ }), /***/ 20510: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var PropertyValueInc = __webpack_require__(66979); /** * Takes an array of Game Objects, or any objects that have a public `rotation` property, * and then adds the given value to each of their `rotation` properties. * * The optional `step` property is applied incrementally, multiplied by each item in the array. * * To use this with a Group: `Rotate(group.getChildren(), value, step)` * * @function Phaser.Actions.Rotate * @since 3.0.0 * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action. * @param {number} value - The amount to be added to the `rotation` property (in radians). * @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter. * @param {number} [index=0] - An optional offset to start searching from within the items array. * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action. */ var Rotate = function (items, value, step, index, direction) { return PropertyValueInc(items, 'rotation', value, step, index, direction); }; module.exports = Rotate; /***/ }), /***/ 91051: /***/ ((module, __unused_webpack_exports, __webpack_require__) => { /** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var RotateAroundDistance = __webpack_require__(1163); var DistanceBetween = __webpack_require__(20339); /** * Rotates each item around the given point by the given angle. * * @function Phaser.Actions.RotateAround * @since 3.0.0 * @see Phaser.Math.RotateAroundDistance * * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return] * * @param {(array|Phaser.GameObjects.GameObject[])} items - An array of Game Objects. The contents of this array are updated by this Action. * @param {object} point - Any object with public `x` and `y` properties. * @param {number} angle - The angle to rotate by, in radians. * * @return {(array|Phaser.GameObjects.GameObject[])} The array of Game Objects that was passed to this Action. */ var RotateAround = functi