/src/net/flashpunk/FP.as
ActionScript | 1000 lines | 548 code | 86 blank | 366 comment | 114 complexity | 2ad320ec7086870f0c3874fd64f0155e MD5 | raw file
- package net.flashpunk
- {
- import flash.display.BitmapData;
- import flash.display.Sprite;
- import flash.display.Stage;
- import flash.geom.Matrix;
- import flash.geom.Point;
- import flash.geom.Rectangle;
- import flash.media.SoundMixer;
- import flash.media.SoundTransform;
- import flash.utils.ByteArray;
- import flash.utils.Dictionary;
- import flash.utils.getTimer;
- import net.flashpunk.debug.Console;
- import net.flashpunk.tweens.misc.Alarm;
- import net.flashpunk.tweens.misc.MultiVarTween;
- /**
- * Static catch-all class used to access global properties and functions.
- */
- public class FP
- {
- /**
- * The FlashPunk major version.
- */
- public static const VERSION:String = "1.6";
-
- /**
- * Width of the game.
- */
- public static var width:uint;
-
- /**
- * Height of the game.
- */
- public static var height:uint;
-
- /**
- * Half width of the game.
- */
- public static var halfWidth:Number;
-
- /**
- * Half height of the game.
- */
- public static var halfHeight:Number;
-
- /**
- * If the game is running at a fixed framerate.
- */
- public static var fixed:Boolean;
-
- /**
- * If times should be given in frames (as opposed to seconds).
- * Default is true in fixed timestep mode and false in variable timestep mode.
- */
- public static var timeInFrames:Boolean;
-
- /**
- * The framerate assigned to the stage.
- */
- public static var frameRate:Number;
-
- /**
- * The framerate assigned to the stage.
- */
- public static var assignedFrameRate:Number;
-
- /**
- * Time elapsed since the last frame (in seconds).
- */
- public static var elapsed:Number;
-
- /**
- * Timescale applied to FP.elapsed.
- */
- public static var rate:Number = 1;
-
- /**
- * The Screen object, use to transform or offset the Screen.
- */
- public static var screen:Screen;
-
- /**
- * The current screen buffer, drawn to in the render loop.
- */
- public static var buffer:BitmapData;
-
- /**
- * A rectangle representing the size of the screen.
- */
- public static var bounds:Rectangle;
-
- /**
- * Point used to determine drawing offset in the render loop.
- */
- public static var camera:Point = new Point;
-
- /**
- * Global Tweener for tweening values across multiple worlds.
- */
- public static var tweener:Tweener = new Tweener;
-
- /**
- * If the game currently has input focus or not. Note: may not be correct initially.
- */
- public static var focused:Boolean = true;
-
- /**
- * Resize the screen.
- * @param width New width.
- * @param height New height.
- */
- public static function resize(width:int, height:int):void
- {
- FP.width = width;
- FP.height = height;
- FP.halfWidth = width/2;
- FP.halfHeight = height/2;
- FP.bounds.width = width;
- FP.bounds.height = height;
- FP.screen.resize();
- }
-
- /**
- * The currently active World object. When you set this, the World is flagged
- * to switch, but won't actually do so until the end of the current frame.
- */
- public static function get world():World { return _world; }
- public static function set world(value:World):void
- {
- if (_world == value) return;
- _goto = value;
- }
-
- /**
- * Sets the camera position.
- * @param x X position.
- * @param y Y position.
- */
- public static function setCamera(x:Number = 0, y:Number = 0):void
- {
- camera.x = x;
- camera.y = y;
- }
-
- /**
- * Resets the camera position.
- */
- public static function resetCamera():void
- {
- camera.x = camera.y = 0;
- }
-
- /**
- * Global volume factor for all sounds, a value from 0 to 1.
- */
- public static function get volume():Number { return _volume; }
- public static function set volume(value:Number):void
- {
- if (value < 0) value = 0;
- if (_volume == value) return;
- _soundTransform.volume = _volume = value;
- SoundMixer.soundTransform = _soundTransform;
- }
-
- /**
- * Global panning factor for all sounds, a value from -1 to 1.
- */
- public static function get pan():Number { return _pan; }
- public static function set pan(value:Number):void
- {
- if (value < -1) value = -1;
- if (value > 1) value = 1;
- if (_pan == value) return;
- _soundTransform.pan = _pan = value;
- SoundMixer.soundTransform = _soundTransform;
- }
-
- /**
- * Remove an element from an array
- * @return True if element existed and has been removed, false if element was not in array.
- */
- public static function remove(array:*, toRemove:*):Boolean
- {
- var i:int = array.indexOf(toRemove);
-
- if (i >= 0) {
- array.splice(i, 1);
-
- return true;
- } else {
- return false;
- }
- }
-
- /**
- * Randomly chooses and returns one of the provided values.
- * @param objs The Objects you want to randomly choose from. Can be ints, Numbers, Points, etc.
- * @return A randomly chosen one of the provided parameters.
- */
- public static function choose(...objs):*
- {
- var c:* = (objs.length == 1 && (objs[0] is Array || objs[0] is Vector.<*>)) ? objs[0] : objs;
- return c[rand(c.length)];
- }
-
- /**
- * Finds the sign of the provided value.
- * @param value The Number to evaluate.
- * @return 1 if value > 0, -1 if value < 0, and 0 when value == 0.
- */
- public static function sign(value:Number):int
- {
- return value < 0 ? -1 : (value > 0 ? 1 : 0);
- }
-
- /**
- * Approaches the value towards the target, by the specified amount, without overshooting the target.
- * @param value The starting value.
- * @param target The target that you want value to approach.
- * @param amount How much you want the value to approach target by.
- * @return The new value.
- */
- public static function approach(value:Number, target:Number, amount:Number):Number
- {
- if (value < target - amount) {
- return value + amount;
- } else if (value > target + amount) {
- return value - amount;
- } else {
- return target;
- }
- }
-
- /**
- * Linear interpolation between two values.
- * @param a First value.
- * @param b Second value.
- * @param t Interpolation factor.
- * @return When t=0, returns a. When t=1, returns b. When t=0.5, will return halfway between a and b. Etc.
- */
- public static function lerp(a:Number, b:Number, t:Number = 1):Number
- {
- return a + (b - a) * t;
- }
-
- /**
- * Linear interpolation between two colors.
- * @param fromColor First color.
- * @param toColor Second color.
- * @param t Interpolation value. Clamped to the range [0, 1].
- * return RGB component-interpolated color value.
- */
- public static function colorLerp(fromColor:uint, toColor:uint, t:Number = 1):uint
- {
- if (t <= 0) { return fromColor; }
- if (t >= 1) { return toColor; }
- var a:uint = fromColor >> 24 & 0xFF,
- r:uint = fromColor >> 16 & 0xFF,
- g:uint = fromColor >> 8 & 0xFF,
- b:uint = fromColor & 0xFF,
- dA: int = (toColor >> 24 & 0xFF) - a,
- dR: int = (toColor >> 16 & 0xFF) - r,
- dG: int = (toColor >> 8 & 0xFF) - g,
- dB: int = (toColor & 0xFF) - b;
- a += dA * t;
- r += dR * t;
- g += dG * t;
- b += dB * t;
- return a << 24 | r << 16 | g << 8 | b;
- }
-
- /**
- * Steps the object towards a point.
- * @param object Object to move (must have an x and y property).
- * @param x X position to step towards.
- * @param y Y position to step towards.
- * @param distance The distance to step (will not overshoot target).
- */
- public static function stepTowards(object:Object, x:Number, y:Number, distance:Number = 1):void
- {
- point.x = x - object.x;
- point.y = y - object.y;
- if (point.length <= distance)
- {
- object.x = x;
- object.y = y;
- return;
- }
- point.normalize(distance);
- object.x += point.x;
- object.y += point.y;
- }
-
- /**
- * Anchors the object to a position.
- * @param object The object to anchor.
- * @param anchor The anchor object.
- * @param distance The max distance object can be anchored to the anchor.
- */
- public static function anchorTo(object:Object, anchor:Object, distance:Number = 0):void
- {
- point.x = object.x - anchor.x;
- point.y = object.y - anchor.y;
- if (point.length > distance) point.normalize(distance);
- object.x = anchor.x + point.x;
- object.y = anchor.y + point.y;
- }
-
- /**
- * Finds the angle (in degrees) from point 1 to point 2.
- * @param x1 The first x-position.
- * @param y1 The first y-position.
- * @param x2 The second x-position.
- * @param y2 The second y-position.
- * @return The angle from (x1, y1) to (x2, y2).
- */
- public static function angle(x1:Number, y1:Number, x2:Number, y2:Number):Number
- {
- var a:Number = Math.atan2(y2 - y1, x2 - x1) * DEG;
- return a < 0 ? a + 360 : a;
- }
-
- /**
- * Sets the x/y values of the provided object to a vector of the specified angle and length.
- * @param object The object whose x/y properties should be set.
- * @param angle The angle of the vector, in degrees.
- * @param length The distance to the vector from (0, 0).
- * @param x X offset.
- * @param y Y offset.
- */
- public static function angleXY(object:Object, angle:Number, length:Number = 1, x:Number = 0, y:Number = 0):void
- {
- angle *= RAD;
- object.x = Math.cos(angle) * length + x;
- object.y = Math.sin(angle) * length + y;
- }
-
- /**
- * Rotates the object around the anchor by the specified amount.
- * @param object Object to rotate around the anchor.
- * @param anchor Anchor to rotate around.
- * @param angle The amount of degrees to rotate by.
- */
- public static function rotateAround(object:Object, anchor:Object, angle:Number = 0, relative:Boolean = true):void
- {
- if (relative) angle += FP.angle(anchor.x, anchor.y, object.x, object.y);
- FP.angleXY(object, angle, FP.distance(anchor.x, anchor.y, object.x, object.y), anchor.x, anchor.y);
- }
-
- /**
- * Gets the difference of two angles, wrapped around to the range -180 to 180.
- * @param a First angle in degrees.
- * @param b Second angle in degrees.
- * @return Difference in angles, wrapped around to the range -180 to 180.
- */
- public static function angleDiff(a:Number, b:Number):Number
- {
- var diff:Number = b - a;
- while (diff > 180) { diff -= 360; }
- while (diff <= -180) { diff += 360; }
- return diff;
- }
- /**
- * Find the distance between two points.
- * @param x1 The first x-position.
- * @param y1 The first y-position.
- * @param x2 The second x-position.
- * @param y2 The second y-position.
- * @return The distance.
- */
- public static function distance(x1:Number, y1:Number, x2:Number = 0, y2:Number = 0):Number
- {
- return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
- }
-
- /**
- * Find the distance between two rectangles. Will return 0 if the rectangles overlap.
- * @param x1 The x-position of the first rect.
- * @param y1 The y-position of the first rect.
- * @param w1 The width of the first rect.
- * @param h1 The height of the first rect.
- * @param x2 The x-position of the second rect.
- * @param y2 The y-position of the second rect.
- * @param w2 The width of the second rect.
- * @param h2 The height of the second rect.
- * @return The distance.
- */
- public static function distanceRects(x1:Number, y1:Number, w1:Number, h1:Number, x2:Number, y2:Number, w2:Number, h2:Number):Number
- {
- if (x1 < x2 + w2 && x2 < x1 + w1)
- {
- if (y1 < y2 + h2 && y2 < y1 + h1) return 0;
- if (y1 > y2) return y1 - (y2 + h2);
- return y2 - (y1 + h1);
- }
- if (y1 < y2 + h2 && y2 < y1 + h1)
- {
- if (x1 > x2) return x1 - (x2 + w2);
- return x2 - (x1 + w1)
- }
- if (x1 > x2)
- {
- if (y1 > y2) return distance(x1, y1, (x2 + w2), (y2 + h2));
- return distance(x1, y1 + h1, x2 + w2, y2);
- }
- if (y1 > y2) return distance(x1 + w1, y1, x2, y2 + h2)
- return distance(x1 + w1, y1 + h1, x2, y2);
- }
-
- /**
- * Find the distance between a point and a rectangle. Returns 0 if the point is within the rectangle.
- * @param px The x-position of the point.
- * @param py The y-position of the point.
- * @param rx The x-position of the rect.
- * @param ry The y-position of the rect.
- * @param rw The width of the rect.
- * @param rh The height of the rect.
- * @return The distance.
- */
- public static function distanceRectPoint(px:Number, py:Number, rx:Number, ry:Number, rw:Number, rh:Number):Number
- {
- if (px >= rx && px <= rx + rw)
- {
- if (py >= ry && py <= ry + rh) return 0;
- if (py > ry) return py - (ry + rh);
- return ry - py;
- }
- if (py >= ry && py <= ry + rh)
- {
- if (px > rx) return px - (rx + rw);
- return rx - px;
- }
- if (px > rx)
- {
- if (py > ry) return distance(px, py, rx + rw, ry + rh);
- return distance(px, py, rx + rw, ry);
- }
- if (py > ry) return distance(px, py, rx, ry + rh)
- return distance(px, py, rx, ry);
- }
-
- /**
- * Clamps the value within the minimum and maximum values.
- * @param value The Number to evaluate.
- * @param min The minimum range.
- * @param max The maximum range.
- * @return The clamped value.
- */
- public static function clamp(value:Number, min:Number, max:Number):Number
- {
- if (max > min)
- {
- if (value < min) return min;
- else if (value > max) return max;
- else return value;
- } else {
- // Min/max swapped
- if (value < max) return max;
- else if (value > min) return min;
- else return value;
- }
- }
-
- /**
- * Clamps the object inside the rectangle.
- * @param object The object to clamp (must have an x and y property).
- * @param x Rectangle's x.
- * @param y Rectangle's y.
- * @param width Rectangle's width.
- * @param height Rectangle's height.
- */
- public static function clampInRect(object:Object, x:Number, y:Number, width:Number, height:Number, padding:Number = 0):void
- {
- object.x = clamp(object.x, x + padding, x + width - padding);
- object.y = clamp(object.y, y + padding, y + height - padding);
- }
-
- /**
- * Transfers a value from one scale to another scale. For example, scale(.5, 0, 1, 10, 20) == 15, and scale(3, 0, 5, 100, 0) == 40.
- * @param value The value on the first scale.
- * @param min The minimum range of the first scale.
- * @param max The maximum range of the first scale.
- * @param min2 The minimum range of the second scale.
- * @param max2 The maximum range of the second scale.
- * @return The scaled value.
- */
- public static function scale(value:Number, min:Number, max:Number, min2:Number, max2:Number):Number
- {
- return min2 + ((value - min) / (max - min)) * (max2 - min2);
- }
-
- /**
- * Transfers a value from one scale to another scale, but clamps the return value within the second scale.
- * @param value The value on the first scale.
- * @param min The minimum range of the first scale.
- * @param max The maximum range of the first scale.
- * @param min2 The minimum range of the second scale.
- * @param max2 The maximum range of the second scale.
- * @return The scaled and clamped value.
- */
- public static function scaleClamp(value:Number, min:Number, max:Number, min2:Number, max2:Number):Number
- {
- value = min2 + ((value - min) / (max - min)) * (max2 - min2);
- if (max2 > min2)
- {
- value = value < max2 ? value : max2;
- return value > min2 ? value : min2;
- }
- value = value < min2 ? value : min2;
- return value > max2 ? value : max2;
- }
-
- /**
- * The random seed used by FP's random functions.
- */
- public static function get randomSeed():uint { return _getSeed; }
- public static function set randomSeed(value:uint):void
- {
- _seed = clamp(value, 1, 2147483646);
- _getSeed = _seed;
- }
-
- /**
- * Randomizes the random seed using Flash's Math.random() function.
- */
- public static function randomizeSeed():void
- {
- randomSeed = 2147483647 * Math.random();
- }
-
- /**
- * A pseudo-random Number produced using FP's random seed, where 0 <= Number < 1.
- */
- public static function get random():Number
- {
- _seed = (_seed * 16807) % 2147483647;
- return _seed / 2147483647;
- }
-
- /**
- * Returns a pseudo-random uint.
- * @param amount The returned uint will always be 0 <= uint < amount.
- * @return The uint.
- */
- public static function rand(amount:uint):uint
- {
- _seed = (_seed * 16807) % 2147483647;
- return (_seed / 2147483647) * amount;
- }
-
- /**
- * Returns the next item after current in the list of options.
- * @param current The currently selected item (must be one of the options).
- * @param options An array of all the items to cycle through.
- * @param loop If true, will jump to the first item after the last item is reached.
- * @return The next item in the list.
- */
- public static function next(current:*, options:Array, loop:Boolean = true):*
- {
- if (loop) return options[(options.indexOf(current) + 1) % options.length];
- return options[Math.max(options.indexOf(current) + 1, options.length - 1)];
- }
-
- /**
- * Returns the item previous to the current in the list of options.
- * @param current The currently selected item (must be one of the options).
- * @param options An array of all the items to cycle through.
- * @param loop If true, will jump to the last item after the first is reached.
- * @return The previous item in the list.
- */
- public static function prev(current:*, options:Array, loop:Boolean = true):*
- {
- if (loop) return options[((options.indexOf(current) - 1) + options.length) % options.length];
- return options[Math.max(options.indexOf(current) - 1, 0)];
- }
-
- /**
- * Swaps the current item between a and b. Useful for quick state/string/value swapping.
- * @param current The currently selected item.
- * @param a Item a.
- * @param b Item b.
- * @return Returns a if current is b, and b if current is a.
- */
- public static function swap(current:*, a:*, b:*):*
- {
- return current == a ? b : a;
- }
-
- /**
- * Creates a color value by combining the chosen RGB values.
- * @param R The red value of the color, from 0 to 255.
- * @param G The green value of the color, from 0 to 255.
- * @param B The blue value of the color, from 0 to 255.
- * @return The color uint.
- */
- public static function getColorRGB(R:uint = 0, G:uint = 0, B:uint = 0):uint
- {
- return R << 16 | G << 8 | B;
- }
-
- /**
- * Creates a color value with the chosen HSV values.
- * @param h The hue of the color (from 0 to 1).
- * @param s The saturation of the color (from 0 to 1).
- * @param v The value of the color (from 0 to 1).
- * @return The color uint.
- */
- public static function getColorHSV(h:Number, s:Number, v:Number):uint
- {
- h = h < 0 ? 0 : (h > 1 ? 1 : h);
- s = s < 0 ? 0 : (s > 1 ? 1 : s);
- v = v < 0 ? 0 : (v > 1 ? 1 : v);
- h = int(h * 360);
- var hi:int = int(h / 60) % 6,
- f:Number = h / 60 - int(h / 60),
- p:Number = (v * (1 - s)),
- q:Number = (v * (1 - f * s)),
- t:Number = (v * (1 - (1 - f) * s));
- switch (hi)
- {
- case 0: return int(v * 255) << 16 | int(t * 255) << 8 | int(p * 255);
- case 1: return int(q * 255) << 16 | int(v * 255) << 8 | int(p * 255);
- case 2: return int(p * 255) << 16 | int(v * 255) << 8 | int(t * 255);
- case 3: return int(p * 255) << 16 | int(q * 255) << 8 | int(v * 255);
- case 4: return int(t * 255) << 16 | int(p * 255) << 8 | int(v * 255);
- case 5: return int(v * 255) << 16 | int(p * 255) << 8 | int(q * 255);
- default: return 0;
- }
- }
-
- /**
- * Finds the red factor of a color.
- * @param color The color to evaluate.
- * @return A uint from 0 to 255.
- */
- public static function getRed(color:uint):uint
- {
- return color >> 16 & 0xFF;
- }
-
- /**
- * Finds the green factor of a color.
- * @param color The color to evaluate.
- * @return A uint from 0 to 255.
- */
- public static function getGreen(color:uint):uint
- {
- return color >> 8 & 0xFF;
- }
-
- /**
- * Finds the blue factor of a color.
- * @param color The color to evaluate.
- * @return A uint from 0 to 255.
- */
- public static function getBlue(color:uint):uint
- {
- return color & 0xFF;
- }
-
- /**
- * Fetches a stored BitmapData object represented by the source.
- * @param source Embedded Bitmap class.
- * @return The stored BitmapData object.
- */
- public static function getBitmap(source:Class):BitmapData
- {
- if (_bitmap[source]) return _bitmap[source];
- return (_bitmap[source] = (new source).bitmapData);
- }
-
- /**
- * Clears the cache of BitmapData objects used by the getBitmap method.
- */
- public static function clearBitmapCache():void
- {
- _bitmap = new Dictionary();
- }
-
- /**
- * Sets a time flag.
- * @return Time elapsed (in milliseconds) since the last time flag was set.
- */
- public static function timeFlag():uint
- {
- var t:uint = getTimer(),
- e:uint = t - _time;
- _time = t;
- return e;
- }
-
- /**
- * The global Console object.
- */
- public static function get console():Console
- {
- if (!_console) _console = new Console;
- return _console;
- }
-
- /**
- * Logs data to the console.
- * @param data The data parameters to log, can be variables, objects, etc. Parameters will be separated by a space (" ").
- */
- public static function log(...data):void
- {
- if (_console)
- {
- if (data.length > 1)
- {
- var i:int = 0, s:String = "";
- while (i < data.length)
- {
- if (i > 0) s += " ";
- s += data[i ++].toString();
- }
- _console.log(s);
- }
- else _console.log(data[0]);
- }
- }
-
- /**
- * Adds properties to watch in the console's debug panel.
- * @param properties The properties (strings) to watch.
- */
- public static function watch(...properties):void
- {
- if (_console)
- {
- if (properties.length > 1) _console.watch(properties);
- else _console.watch(properties[0]);
- }
- }
-
- /**
- * Loads the file as an XML object.
- * @param file The embedded file to load.
- * @return An XML object representing the file.
- */
- public static function getXML(file:Class):XML
- {
- var bytes:ByteArray = new file;
- return XML(bytes.readUTFBytes(bytes.length));
- }
-
- /**
- * Tweens numeric public properties of an Object. Shorthand for creating a MultiVarTween tween, starting it and adding it to a Tweener.
- * @param object The object containing the properties to tween.
- * @param values An object containing key/value pairs of properties and target values.
- * @param duration Duration of the tween.
- * @param options An object containing key/value pairs of the following optional parameters:
- * type Tween type.
- * complete Optional completion callback function.
- * ease Optional easer function.
- * tweener The Tweener to add this Tween to.
- * @return The added MultiVarTween object.
- *
- * Example: FP.tween(object, { x: 500, y: 350 }, 2.0, { ease: easeFunction, complete: onComplete } );
- */
- public static function tween(object:Object, values:Object, duration:Number, options:Object = null):MultiVarTween
- {
- if (options && options.hasOwnProperty("delay")) {
- var delay:Number = options.delay;
- delete options.delay;
- FP.alarm(delay, function ():void { FP.tween(object, values, duration, options); });
- return null;
- }
-
- var type:uint = Tween.ONESHOT,
- complete:Function = null,
- ease:Function = null,
- tweener:Tweener = FP.tweener;
- if (object is Tweener) tweener = object as Tweener;
- if (options)
- {
- if (options is Function) complete = options as Function;
- if (options.hasOwnProperty("type")) type = options.type;
- if (options.hasOwnProperty("complete")) complete = options.complete;
- if (options.hasOwnProperty("ease")) ease = options.ease;
- if (options.hasOwnProperty("tweener")) tweener = options.tweener;
- }
- var tween:MultiVarTween = new MultiVarTween(complete, type);
- tween.tween(object, values, duration, ease);
- tweener.addTween(tween);
- return tween;
- }
-
- /**
- * Schedules a callback for the future. Shorthand for creating an Alarm tween, starting it and adding it to a Tweener.
- * @param delay The duration to wait before calling the callback.
- * @param callback The function to be called.
- * @param type The tween type (PERSIST, LOOPING or ONESHOT). Defaults to ONESHOT.
- * @param tweener The Tweener object to add this Alarm to. Defaults to FP.tweener.
- * @return The added Alarm object.
- *
- * Example: FP.alarm(5.0, callbackFunction, Tween.LOOPING); // Calls callbackFunction every 5 seconds
- */
- public static function alarm(delay:Number, callback:Function, type:uint = 2, tweener:Tweener = null):Alarm
- {
- if (! tweener) tweener = FP.tweener;
-
- var alarm:Alarm = new Alarm(delay, callback, type);
-
- tweener.addTween(alarm, true);
-
- return alarm;
- }
-
- /**
- * Gets an array of frame indices.
- * @param from Starting frame.
- * @param to Ending frame.
- * @param skip Skip amount every frame (eg. use 1 for every 2nd frame).
- */
- public static function frames(from:int, to:int, skip:int = 0):Array
- {
- var a:Array = [];
- skip ++;
- if (from < to)
- {
- while (from <= to)
- {
- a.push(from);
- from += skip;
- }
- }
- else
- {
- while (from >= to)
- {
- a.push(from);
- from -= skip;
- }
- }
- return a;
- }
-
- /**
- * Shuffles the elements in the array.
- * @param a The Object to shuffle (an Array or Vector).
- */
- public static function shuffle(a:Object):void
- {
- if (a is Array || a is Vector.<*>)
- {
- var i:int = a.length, j:int, t:*;
- while (-- i)
- {
- t = a[i];
- a[i] = a[j = FP.rand(i + 1)];
- a[j] = t;
- }
- }
- }
-
- /**
- * Sorts the elements in the array.
- * @param object The Object to sort (an Array or Vector).
- * @param ascending If it should be sorted ascending (true) or descending (false).
- */
- public static function sort(object:Object, ascending:Boolean = true):void
- {
- if (object is Array || object is Vector.<*>) quicksort(object, 0, object.length - 1, ascending);
- }
-
- /**
- * Sorts the elements in the array by a property of the element.
- * @param object The Object to sort (an Array or Vector).
- * @param property The numeric property of object's elements to sort by.
- * @param ascending If it should be sorted ascending (true) or descending (false).
- */
- public static function sortBy(object:Object, property:String, ascending:Boolean = true):void
- {
- if (object is Array || object is Vector.<*>) quicksortBy(object, 0, object.length - 1, ascending, property);
- }
-
- /** @private Quicksorts the array. */
- private static function quicksort(a:Object, left:int, right:int, ascending:Boolean):void
- {
- var i:int = left, j:int = right, t:Number,
- p:* = a[Math.round((left + right) * .5)];
- if (ascending)
- {
- while (i <= j)
- {
- while (a[i] < p) i ++;
- while (a[j] > p) j --;
- if (i <= j)
- {
- t = a[i];
- a[i ++] = a[j];
- a[j --] = t;
- }
- }
- }
- else
- {
- while (i <= j)
- {
- while (a[i] > p) i ++;
- while (a[j] < p) j --;
- if (i <= j)
- {
- t = a[i];
- a[i ++] = a[j];
- a[j --] = t;
- }
- }
- }
- if (left < j) quicksort(a, left, j, ascending);
- if (i < right) quicksort(a, i, right, ascending);
- }
-
- /** @private Quicksorts the array by the property. */
- private static function quicksortBy(a:Object, left:int, right:int, ascending:Boolean, property:String):void
- {
- var i:int = left, j:int = right, t:Object,
- p:* = a[Math.round((left + right) * .5)][property];
- if (ascending)
- {
- while (i <= j)
- {
- while (a[i][property] < p) i ++;
- while (a[j][property] > p) j --;
- if (i <= j)
- {
- t = a[i];
- a[i ++] = a[j];
- a[j --] = t;
- }
- }
- }
- else
- {
- while (i <= j)
- {
- while (a[i][property] > p) i ++;
- while (a[j][property] < p) j --;
- if (i <= j)
- {
- t = a[i];
- a[i ++] = a[j];
- a[j --] = t;
- }
- }
- }
- if (left < j) quicksortBy(a, left, j, ascending, property);
- if (i < right) quicksortBy(a, i, right, ascending, property);
- }
-
- // World information.
- /** @private */ internal static var _world:World;
- /** @private */ internal static var _goto:World;
-
- // Console information.
- /** @private */ internal static var _console:Console;
-
- // Time information.
- /** @private */ internal static var _time:uint;
- /** @private */ public static var _updateTime:uint;
- /** @private */ public static var _renderTime:uint;
- /** @private */ public static var _gameTime:uint;
- /** @private */ public static var _flashTime:uint;
-
- // Bitmap storage.
- /** @private */ private static var _bitmap:Dictionary = new Dictionary();
-
- // Pseudo-random number generation (the seed is set in Engine's constructor).
- /** @private */ private static var _seed:uint = 0;
- /** @private */ private static var _getSeed:uint;
-
- // Volume control.
- /** @private */ private static var _volume:Number = 1;
- /** @private */ private static var _pan:Number = 0;
- /** @private */ private static var _soundTransform:SoundTransform = new SoundTransform;
-
- // Used for rad-to-deg and deg-to-rad conversion.
- /** @private */ public static const DEG:Number = -180 / Math.PI;
- /** @private */ public static const RAD:Number = Math.PI / -180;
-
- // Global Flash objects.
- /** @private */ public static var stage:Stage;
- /** @private */ public static var engine:Engine;
-
- // Global objects used for rendering, collision, etc.
- /** @private */ public static var point:Point = new Point;
- /** @private */ public static var point2:Point = new Point;
- /** @private */ public static var zero:Point = new Point;
- /** @private */ public static var rect:Rectangle = new Rectangle;
- /** @private */ public static var matrix:Matrix = new Matrix;
- /** @private */ public static var sprite:Sprite = new Sprite;
- /** @private */ public static var entity:Entity;
- }
- }