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* Check that the same property across all children of this group is equal to the given value.
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* Test that the same property across all children of this group is equal to the given value.
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*
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* This call doesn't descend down children, so if you have a Group inside of this group, the property will be checked on the group but not its children.
* Test that at least one child of this group has the given property value.
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*
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* This call doesn't descend down children, so if you have a Group inside of this group, the property will be checked on the group but not its children.
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*
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* @method Phaser.Group#checkAny
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* @param {string} key - The property, as a string, to be checked. For example: 'body.velocity.x'
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* @param {any} value - The value that will be checked.
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* @param {boolean} [checkAlive=false] - If set then only children with alive=true will be checked. This includes any Groups that are children.
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* @param {boolean} [checkVisible=false] - If set then only children with visible=true will be checked. This includes any Groups that are children.
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*/
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Phaser.Group.prototype.checkAny = function (key, value, checkAlive, checkVisible) {
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if (checkAlive === undefined) { checkAlive = false; }
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if (checkVisible === undefined) { checkVisible = false; }
* @param {integer} [pixelWidth=8] - The width of each pixel.
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* @param {integer} [pixelHeight=8] - The height of each pixel.
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* @param {integer} [palette=0] - The palette to use when rendering the texture. One of the Phaser.Create.PALETTE consts.
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* @return {PIXI.Texture} The newly generated texture.
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* @param {boolean} [generateTexture=true] - When false, a new BitmapData object is returned instead.
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* @param {function} [callback] - A function to execute once the texture is generated. It will be passed the newly generated texture.
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* @param {any} [callbackContext] - The context in which to invoke the callback.
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* @return {?PIXI.Texture|Phaser.BitmapData} The newly generated texture, or a new BitmapData object if `generateTexture` is false, or `null` if a callback was passed and the texture isn't available yet.
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*/
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texture: function (key, data, pixelWidth, pixelHeight, palette) {
* @param {integer} cellWidth - The width of the grid cells in pixels.
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* @param {integer} cellHeight - The height of the grid cells in pixels.
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* @param {string} color - The color to draw the grid lines in. Should be a Canvas supported color string like `#ff5500` or `rgba(200,50,3,0.5)`.
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* @return {PIXI.Texture} The newly generated texture.
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* @param {boolean} [generateTexture=true] - When false, a new BitmapData object is returned instead.
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* @param {function} [callback] - A function to execute once the texture is generated. It will be passed the newly generated texture.
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* @param {any} [callbackContext] - The context in which to invoke the callback.
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* @return {?PIXI.Texture|Phaser.BitmapData} The newly generated texture, or a new BitmapData object if `generateTexture` is false, or `null` if a callback was passed and the texture isn't available yet.
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*/
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grid: function (key, width, height, cellWidth, cellHeight, color) {
* Copies the contents of {@link bmd Create's canvas} to the given BitmapData object, or a new BitmapData object.
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*
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* @param {Phaser.BitmapData} [dest] - The BitmapData receiving the copied image.
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* @param {number} [x=0] - The x coordinate to translate to before drawing.
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* @param {number} [y=0] - The y coordinate to translate to before drawing.
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* @param {number} [width] - The new width of the Sprite being copied.
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* @param {number} [height] - The new height of the Sprite being copied.
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* @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.
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* @param {boolean} [roundPx=false] - Should the x and y values be rounded to integers before drawing? This prevents anti-aliasing in some instances.
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* @return {Phaser.BitmapData} - The `dest` argument (if passed), or a new BitmapData object
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*/
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copy: function (dest, x, y, width, height, blendMode, roundPx) {
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if (dest == null) { dest = this.game.make.bitmapData(); }
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dest.resize(this.bmd.width, this.bmd.height);
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return dest.draw(this.bmd, x, y, width, height, blendMode, roundPx);
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