Slight rendering optimisations.

Slight rendering optimisations.

Strict

Import monkey.map
Import collections
Import framework
Import xml

' TileMapPropertyContainer
' Classes that extend this will automatically instantiate a property container and expose it.
Class TileMapPropertyContainer
Private
	Field properties:TileMapProperties = New TileMapProperties

Public
	Method Properties:TileMapProperties() Property
		Return properties
	End
End

' TileMapPostLoad
' Classes that implement this interface will have PostLoad automatically called once the object has been created.
Interface TileMapPostLoad
	Method PostLoad:Void()
End

' TileMapReader
' This can be extended to handle any map file format.
Class TileMapReader Abstract
	Field tileMap:TileMap

	Method LoadMap:TileMap(filename:String) Abstract

	' override this to create a custom tilemap class
	Method CreateMap:TileMap()
		Return New TileMap
	End
End

' TiledTileMapReader
' Extends TileMapReader to add support for the Tiled map editor.
Class TiledTileMapReader Extends TileMapReader
	Field doc:XMLDocument

	' Overrides TileMapReader
	Method LoadMap:TileMap(filename:String)
		' open file and get root node
		Local parser:XMLParser = New XMLParser
		doc = parser.ParseString(LoadString(filename)) ' TODO: at the moment it assumes filename is actually the loaded string
		Return ReadMap(doc.Root)
	End

	Method ReadMap:TileMap(node:XMLElement)
		tileMap = CreateMap()
		ReadProperties(node, tileMap)

		' extract map properties
		If tileMap.properties.Has(PROP_MAP_WRAP_X) Then tileMap.wrapX = tileMap.properties.Get(PROP_MAP_WRAP_X).GetBool()
		If tileMap.properties.Has(PROP_MAP_WRAP_Y) Then tileMap.wrapY = tileMap.properties.Get(PROP_MAP_WRAP_Y).GetBool()

		' read root node's attributes
		If node.HasAttribute(ATTR_MAP_VERSION) Then tileMap.version = node.GetAttribute(ATTR_MAP_VERSION)
		If node.HasAttribute(ATTR_MAP_ORIENTATION) Then tileMap.orientation = node.GetAttribute(ATTR_MAP_ORIENTATION)
		If node.HasAttribute(ATTR_MAP_WIDTH) Then tileMap.width = Int(node.GetAttribute(ATTR_MAP_WIDTH))
		If node.HasAttribute(ATTR_MAP_HEIGHT) Then tileMap.height = Int(node.GetAttribute(ATTR_MAP_HEIGHT))
		If node.HasAttribute(ATTR_MAP_TILEWIDTH) Then tileMap.tileWidth = Int(node.GetAttribute(ATTR_MAP_TILEWIDTH))
		If node.HasAttribute(ATTR_MAP_TILEHEIGHT) Then tileMap.tileHeight = Int(node.GetAttribute(ATTR_MAP_TILEHEIGHT))

		tileMap.maxTileWidth = tileMap.tileWidth
		tileMap.maxTileHeight = tileMap.tileHeight

		' parse children
		If Not node.Children.IsEmpty() Then
			For Local mapchild:XMLElement = EachIn node.Children
				' tileset
				If mapchild.Name = NODE_TILESET Then
					Local ts:TileMapTileset = ReadTileset(mapchild)
					tileMap.tilesets.Set(ts.name, ts)

				' tile layer
				ElseIf mapchild.Name = NODE_LAYER Then
					Local layer:TileMapLayer = ReadTileLayer(mapchild)
					tileMap.layers.Add(layer)

				' object layer
				ElseIf mapchild.Name = NODE_OBJECTGROUP Then
					Local layer:TileMapLayer = ReadObjectLayer(mapchild)
					tileMap.layers.Add(layer)
				EndIf
			Next
		EndIf

		DoPostLoad(tileMap)

		Return tileMap
	End

	Method DoPostLoad:Void(obj:Object)
		If TileMapPostLoad(obj) <> Null Then TileMapPostLoad(obj).PostLoad()
	End

	Method ReadProperties:Void(node:XMLElement, obj:Object)
		Local cont:TileMapPropertyContainer = TileMapPropertyContainer(obj)
		If cont <> Null Then
			For Local propNode:XMLElement = EachIn node.Children
				If propNode.Name = NODE_PROPERTIES Then
					For Local child:XMLElement = EachIn propNode.Children
						If child.Name = NODE_PROPERTY Then
							Local prop:TileMapProperty = ReadProperty(child)
							cont.properties.props.Set(prop.name, prop)
						EndIf
					Next
					Return
				End
			Next
		End
	End

	Method ReadProperty:TileMapProperty(node:XMLElement)
		Return New TileMapProperty(node.GetAttribute(ATTR_PROPERTY_NAME, "default"), node.GetAttribute(ATTR_PROPERTY_VALUE, ""))
	End

	Method ReadTileset:TileMapTileset(node:XMLElement, target:TileMapTileset=Null)
		Local rv:TileMapTileset = target
		ReadProperties(node, rv)
		If rv = Null Then rv = tileMap.CreateTileset()
		If node.HasAttribute(ATTR_TILESET_FIRSTGID) Then rv.firstGid = Int(node.GetAttribute(ATTR_TILESET_FIRSTGID))

		If node.HasAttribute(ATTR_TILESET_SOURCE) Then
			rv.source = node.GetAttribute(ATTR_TILESET_SOURCE)
			Local parser:XMLParser = New XMLParser
			Local tilesetdoc:XMLDocument = parser.ParseFile(rv.source)
			Return ReadTileset(tilesetdoc.Root, rv)
		Else
			If node.HasAttribute(ATTR_TILESET_NAME) Then rv.name = node.GetAttribute(ATTR_TILESET_NAME)
			If node.HasAttribute(ATTR_TILESET_TILEWIDTH) Then rv.tileWidth = Int(node.GetAttribute(ATTR_TILESET_TILEWIDTH))
			If node.HasAttribute(ATTR_TILESET_TILEHEIGHT) Then rv.tileHeight = Int(node.GetAttribute(ATTR_TILESET_TILEHEIGHT))
			If node.HasAttribute(ATTR_TILESET_SPACING) Then rv.spacing = Int(node.GetAttribute(ATTR_TILESET_SPACING))
			If node.HasAttribute(ATTR_TILESET_MARGIN) Then rv.margin = Int(node.GetAttribute(ATTR_TILESET_MARGIN))

			If Not node.Children.IsEmpty() Then
				For Local child:XMLElement = EachIn node.Children
					If child.Name = NODE_IMAGE Then
						rv.imageNode = ReadImage(child)
					ElseIf child.Name = NODE_TILE Then
						rv.tileNodes.Add(ReadTile(child))
					End
				Next
			End
		End
		DoPostLoad(rv)
		Return rv
	End

	Method ReadLayerAttributes:Void(node:XMLElement, layer:TileMapLayer)
		If node.HasAttribute(ATTR_LAYER_NAME) Then layer.name = node.GetAttribute(ATTR_LAYER_NAME)
		If node.HasAttribute(ATTR_LAYER_WIDTH) Then layer.width = Int(node.GetAttribute(ATTR_LAYER_WIDTH))
		If node.HasAttribute(ATTR_LAYER_HEIGHT) Then layer.height = Int(node.GetAttribute(ATTR_LAYER_HEIGHT))
		layer.visible = Not node.HasAttribute(ATTR_LAYER_VISIBLE) Or Int(node.GetAttribute(ATTR_LAYER_VISIBLE)) <> 0
		If node.HasAttribute(ATTR_LAYER_OPACITY) Then layer.opacity = Float(node.GetAttribute(ATTR_LAYER_OPACITY))
	End

	Method ReadTileLayer:TileMapTileLayer(node:XMLElement)
		Local rv:TileMapTileLayer = tileMap.CreateTileLayer()
		ReadProperties(node, rv)
		ReadLayerAttributes(node, rv)

		If rv.properties.Has(PROP_LAYER_PARALLAX_OFFSET_X) Then rv.parallaxOffsetX = rv.properties.Get(PROP_LAYER_PARALLAX_OFFSET_X).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_OFFSET_Y) Then rv.parallaxOffsetY = rv.properties.Get(PROP_LAYER_PARALLAX_OFFSET_Y).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_SCALE_X) Then rv.parallaxScaleX = rv.properties.Get(PROP_LAYER_PARALLAX_SCALE_X).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_SCALE_Y) Then rv.parallaxScaleY = rv.properties.Get(PROP_LAYER_PARALLAX_SCALE_Y).GetFloat()

		For Local child:XMLElement = EachIn node.Children
			If child.Name = NODE_DATA Then
				rv.mapData = ReadTileData(child, rv)
			End
		Next

		DoPostLoad(rv)
		Return rv
	End

	Method ReadObjectLayer:TileMapObjectLayer(node:XMLElement)
		Local rv:TileMapObjectLayer = tileMap.CreateObjectLayer()
		ReadProperties(node, rv)
		ReadLayerAttributes(node, rv)

		If node.HasAttribute(ATTR_OBJECTGROUP_COLOR) Then rv.color = ColorToInt(node.GetAttribute(ATTR_OBJECTGROUP_COLOR))

		For Local child:XMLElement = EachIn node.Children
			If child.Name = NODE_OBJECT Then
				rv.objects.Add(ReadObject(child, rv))
			End
		Next

		DoPostLoad(rv)
		Return rv
	End

	Method ReadImage:TileMapImage(node:XMLElement)
		Local rv:TileMapImage = tileMap.CreateImage()
		ReadProperties(node, rv)

		If node.HasAttribute(ATTR_IMAGE_SOURCE) Then rv.source = StripDir(node.GetAttribute(ATTR_IMAGE_SOURCE))
		If node.HasAttribute(ATTR_IMAGE_WIDTH) Then rv.width = Int(node.GetAttribute(ATTR_IMAGE_WIDTH))
		If node.HasAttribute(ATTR_IMAGE_HEIGHT) Then rv.height = Int(node.GetAttribute(ATTR_IMAGE_HEIGHT))
		If node.HasAttribute(ATTR_IMAGE_TRANS) Then rv.trans = node.GetAttribute(ATTR_IMAGE_TRANS)
		If rv.trans.Length > 0 Then
			rv.transR = HexToDec(rv.trans[0..2])
			rv.transG = HexToDec(rv.trans[2..4])
			rv.transB = HexToDec(rv.trans[4..6])
		EndIf

		DoPostLoad(rv)
		Return rv
	End

	Method ReadTile:TileMapTile(node:XMLElement)
		Local id:Int = Int(node.GetAttribute(ATTR_TILE_ID, "0"))
		Local rv:TileMapTile = tileMap.CreateTile(id)
		ReadProperties(node, rv)
		DoPostLoad(rv)
		Return rv
	End

	Method ReadObject:TileMapObject(node:XMLElement, layer:TileMapObjectLayer)
		Local rv:TileMapObject = tileMap.CreateObject()
		ReadProperties(node, rv)
		If node.HasAttribute(ATTR_OBJECT_NAME) Then rv.name = node.GetAttribute(ATTR_OBJECT_NAME)
		If node.HasAttribute(ATTR_OBJECT_TYPE) Then rv.objectType = node.GetAttribute(ATTR_OBJECT_TYPE)
		If node.HasAttribute(ATTR_OBJECT_X) Then rv.x = Int(node.GetAttribute(ATTR_OBJECT_X))
		If node.HasAttribute(ATTR_OBJECT_Y) Then rv.y = Int(node.GetAttribute(ATTR_OBJECT_Y))
		If node.HasAttribute(ATTR_OBJECT_WIDTH) Then rv.width = Int(node.GetAttribute(ATTR_OBJECT_WIDTH))
		If node.HasAttribute(ATTR_OBJECT_HEIGHT) Then rv.height = Int(node.GetAttribute(ATTR_OBJECT_HEIGHT))
		DoPostLoad(rv)
		Return rv
	End

	Method ReadTileData:TileMapData(node:XMLElement, layer:TileMapTileLayer)
		Local rv:TileMapData = tileMap.CreateData(layer.width, layer.height)

		' default to raw xml (ugly)
		Local encoding$ = DATA_ENCODING_RAW
		If node.HasAttribute(ATTR_DATA_ENCODING) Then encoding = node.GetAttribute(ATTR_DATA_ENCODING)

		If encoding = DATA_ENCODING_RAW Then
			' TODO: raw xml
		ElseIf encoding = DATA_ENCODING_CSV Then
			' TODO: csv encoding
		ElseIf encoding = DATA_ENCODING_BASE64 Then
			Local bytes:Int[] = DecodeBase64Bytes(node.Value)
			If node.HasAttribute(ATTR_DATA_COMPRESSION) Then
				' TODO: compression
			End
			For Local i% = 0 Until bytes.Length Step 4
				' little endian
				Local gid% = bytes[i]
				gid += bytes[i + 1] Shl 8
				gid += bytes[i + 2] Shl 16
				gid += bytes[i + 3] Shl 24
				rv.tiles[i / 4] = gid
				rv.cells[i / 4] = tileMap.CreateCell(gid, (i / 4) Mod rv.width, (i / 4) / rv.width)
			Next
		End
		Return rv
	End
End

' TileMapProperties
' Container for properties.
Class TileMapProperties
	Field props:StringMap<TileMapProperty> = New StringMap<TileMapProperty>

	Method Has:Bool(name:String)
		Return props.Contains(name)
	End

	Method Get:TileMapProperty(name:String)
		Return props.Get(name)
	End

	Method Set:Void(name:String, prop:TileMapProperty)
		props.Set(name, prop)
	End
End

' TileMap
' The main Map class.
Class TileMap Extends TileMapPropertyContainer Implements TileMapPostLoad

	' attributes
	Field version:String = "1.0"
	Field orientation:String = MAP_ORIENTATION_ORTHOGONAL
	Field width:Int
	Field height:Int
	Field tileWidth:Int = 32
	Field tileHeight:Int = 32

	' children
	Field tilesets:StringMap<TileMapTileset> = New StringMap<TileMapTileset>
	Field layers:ArrayList<TileMapLayer> = New ArrayList<TileMapLayer>

	' post-load
	Field layerNames:StringMap<TileMapLayer> = New StringMap<TileMapLayer>
	Field tiles:TileMapTile[]
	Field maxTileWidth:Int
	Field maxTileHeight:Int
	Field wrapX:Bool = False
	Field wrapY:Bool = False

	' optimisation
	Field layerArray:Object[] = []
	Field animatedTiles:TileMapTile[]

	' override this to configure a layer (called on every render)
	Method ConfigureLayer:Void(tileLayer:TileMapLayer)
	End

	' override this to draw a tile
	Method DrawTile:Void(tileLayer:TileMapTileLayer, mapTile:TileMapTile, x:Int, y:Int)
	End

	' override this to create a custom tile class
	Method CreateTile:TileMapTile(id:Int)
		Return New TileMapTile(id)
	End

	' override this to create a custom tileset class
	Method CreateTileset:TileMapTileset()
		Return New TileMapTileset
	End

	' override this to create a custom tile layer class
	Method CreateTileLayer:TileMapTileLayer()
		Return New TileMapTileLayer
	End

	' override this to create a custom object layer class
	Method CreateObjectLayer:TileMapObjectLayer()
		Return New TileMapObjectLayer
	End

	' override this to create a custom image class
	Method CreateImage:TileMapImage()
		Return New TileMapImage
	End

	' override this to create a custom object class
	Method CreateObject:TileMapObject()
		Return New TileMapObject
	End

	' override this to create a custom cell class
	Method CreateCell:TileMapCell(gid:Int, x:Int, y:Int)
		Return New TileMapCell(gid, x, y)
	End

	' override this to create a custom data class
	Method CreateData:TileMapData(width:Int, height:Int)
		Return New TileMapData(width, height)
	End

	' override this to perform additional post-loading functionality (remember to call Super.PostLoad() first)
	Method PostLoad:Void()
		Local totaltiles% = 0, ts:TileMapTileset
		Local alltiles:ArrayList<TileMapTile> = New ArrayList<TileMapTile>
		For Local ts:TileMapTileset = EachIn tilesets.Values()
			' load the image
			ts.image = game.images.LoadTileset(ts.imageNode.source, ts.tileWidth, ts.tileHeight, ts.margin, ts.spacing)
			' get the cell count
			ts.tileCount = ts.image.tileCount

			' update max tile size
			If maxTileWidth < ts.tileWidth Then maxTileWidth = ts.tileWidth
			If maxTileHeight < ts.tileHeight Then maxTileHeight = ts.tileHeight

			' build tile list
			ts.tiles = New TileMapTile[ts.tileCount]
			For Local t:TileMapTile = EachIn ts.tileNodes
				ts.tiles[t.id] = t
			Next
			For Local i% = 0 Until ts.tiles.Length
				If ts.tiles[i] = Null Then
					ts.tiles[i] = CreateTile(i)
				End
				ts.tiles[i].gid = ts.firstGid + i
				ts.tiles[i].image = ts.image
				ts.tiles[i].width = ts.tileWidth
				ts.tiles[i].height = ts.tileHeight
				alltiles.Add(ts.tiles[i])
			Next
			' update total tiles
			totaltiles += ts.tileCount
		Next

		' make our cache
		tiles = New TileMapTile[totaltiles]
		For Local t:TileMapTile = EachIn alltiles
			tiles[t.gid - 1] = t
		Next

		' calculate the max tile size per layer
		For Local l:TileMapLayer = EachIn layers
			If TileMapTileLayer(l) <> Null Then
				Local tl:TileMapTileLayer = TileMapTileLayer(l)
				For Local i% = 0 Until tl.mapData.tiles.Length
					If tl.mapData.tiles[i] > 0 Then
						If tl.maxTileWidth < tiles[tl.mapData.tiles[i] - 1].width Then tl.maxTileWidth = tiles[tl.mapData.tiles[i] - 1].width
						If tl.maxTileHeight < tiles[tl.mapData.tiles[i] - 1].height Then tl.maxTileHeight = tiles[tl.mapData.tiles[i] - 1].height
					End
				Next
			End
		Next
	End

	#Rem
	Method WorldToMap:TPoint(worldPoint:TPoint)
		If worldPoint.X < 0 Or worldPoint.Y < 0 Or worldPoint.X > Width * TileWidth Or worldPoint.Y > Height * TileHeight Then
			' out of range!
			Return Null
		EndIf
		Local rv:TPoint = New TPoint.CreatePoint(worldPoint.X / TileWidth, worldPoint.Y / TileHeight)
		If worldPoint.X = Width * TileWidth Then rv.X:-1
		If worldPoint.Y = Height * TileHeight Then rv.Y:-1
		Return rv
	End
	#End

	Method GetAllObjects:ArrayList<TileMapObject>()
		#Rem
		Local layer:TTiledLayer
		Local obj:TTiledObject
		Local rv:TList = New TList
		For layer = EachIn Layers
			If TTiledObjectLayer(layer) <> Null Then
				For obj = EachIn TTiledObjectLayer(layer).Objects
					rv.AddLast(obj)
				Next
			EndIf
		Next
		Return rv
		#End
	End

	Method FindObjectByName:TileMapObject(name:String)
		#Rem
		Local layer:TTiledLayer, obj:TTiledObject
		For layer = EachIn Layers
			If TTiledObjectLayer(layer) <> Null Then
				For obj = EachIn TTiledObjectLayer(layer).Objects
					If obj.Name = name Then Return obj
				Next
			EndIf
		Next
		#End
		Return Null
	End

	' bx,by,bw,bh = render bounds (screen)
	' sx,sy = scale x/y (float, defaults to 1) i'll do this later
	' wx,wy = wrap x/y (boolean, defaults to false)
	Method RenderMap:Void(bx%, by%, bw%, bh%, sx# = 1, sy# = 1)
		Local x%, y%, rx%, ry%, mx%, my%, mx2%, my2%, modx%, mody%
		For Local layer:TileMapLayer = EachIn layers
			If layer.visible And TileMapTileLayer(layer) <> Null Then
				Local tl:TileMapTileLayer = TileMapTileLayer(layer)
				Local mapTile:TileMapTile, gid%
				ConfigureLayer(layer)
				' ortho
				If orientation = MAP_ORIENTATION_ORTHOGONAL Then
					modx = (bx * tl.parallaxScaleX) mod tileWidth
					mody = (by * tl.parallaxScaleY) mod tileHeight
					y = by
					my = Int(Floor(Float(by * tl.parallaxScaleY) / Float(tileHeight)))
					While y < by + bh + tl.maxTileHeight
						x = bx - tl.maxTileWidth
						mx = Int(Floor(Float(bx * tl.parallaxScaleX) / Float(tileWidth)))
						While x < bx + bw + tl.maxTileWidth
							If (wrapX Or (mx >= 0 And mx < width)) And (wrapY Or (my >= 0 And my < height)) Then
								mx2 = mx
								my2 = my
								While mx2 < 0
									mx2 += width
								End
								While mx2 >= width
									mx2 -= width
								End
								While my2 < 0
									my2 += height
								End
								While my2 >= height
									my2 -= height
								End
								gid = tl.mapData.cells[mx2 + my2*tl.mapData.width].gid
								If gid > 0 Then
									mapTile = tiles[gid - 1]

									If modx < 0 Then modx += tileWidth
									If mody < 0 Then mody += tileHeight
									rx = x - modx - bx
									ry = y - mody - by
									DrawTile(tl, mapTile, rx, ry)
								End
							End
							x += tileWidth
							mx += 1
						End
						y += tileHeight
						my += 1
					End

				' iso
				ElseIf orientation = MAP_ORIENTATION_ISOMETRIC Then
					' TODO: wrapping
					For y = 0 Until tl.width + tl.height
						ry = y
						rx = 0
						While ry >= tl.height
							ry -= 1
							rx += 1
						Wend
						While ry >= 0 And rx < tl.width
							gid = tl.mapData.cells[rx + ry*tl.mapData.width].gid
							If gid > 0 Then
								mapTile = tiles[gid - 1]
								DrawTile(tl, mapTile, (rx - ry - 1) * tileWidth / 2, (rx + ry + 2) * tileHeight / 2 - mapTile.height)
							EndIf
							ry -= 1
							rx += 1
						End
					Next
				End
			End
		Next
	End

	Method GetBounds:TileMapRect()
		Local rv:TileMapRect = New TileMapRect
		If orientation = MAP_ORIENTATION_ORTHOGONAL Then
			rv.x = 0
			rv.y = tileHeight - maxTileHeight
			rv.w = (width - 1) * tileWidth + maxTileWidth
			rv.h = (height - 1) * tileHeight + maxTileHeight
		ElseIf orientation = MAP_ORIENTATION_ISOMETRIC Then
			rv.x = -height * tileWidth / 2
			rv.y = tileHeight - maxTileHeight
			rv.w = (width - 2) * tileWidth / 2 + maxTileWidth - rv.X
			rv.h = (width + height) * tileHeight / 2 - rv.Y
		EndIf
		Return rv
	End

	Method UpdateAnimation:Void(timePassed:Int)
		Local layer:TileMapLayer, tl:TileMapTileLayer, cell:TileMapCell, t:TileMapTile
		Local cellCount:Int, i:Int, j:Int

		' get the layers as an array
		Local layerCount:Int = layers.Size
		If layerArray.Length < layerCount Then
			layerArray = layers.ToArray()
			layerCount = layerArray.Length
		Else
			layerCount = layers.FillArray(layerArray)
		End

		' loop on each layer
		For i = 0 Until layerCount
			' cast
			tl = TileMapTileLayer(layerArray[i])

			' if the layer is a tile layer
			If tl <> Null Then
				' loop on each cell
				cellCount = tl.mapData.cells.Length
				For j = 0 Until cellCount
					cell = tl.mapData.cells[j]
					' if the cell exists and has a value
					If cell <> Null And cell.gid > 0 Then
						' get the tile
						t = tiles[cell.gid-1]

						' if the direction is 0 (paused), do nothing
						If t <> Null And cell.direction <> 0 Then
							' add our time to the time passed for the cell
							cell.timePassed += timePassed

							' if this tile has animation information
							If t.animated Then
								' get the new direction if we have one
								If t.hasAnimDirection Then cell.direction = t.animDirection

								' while it's not paused and we're not up to the current frame
								While cell.direction <> 0 And cell.timePassed >= t.animDelay
									' move to the next frame
									cell.timePassed -= t.animDelay
									cell.gid += cell.direction * t.animNext

									' get the tile for the new frame
									t = tiles[cell.gid-1]

									' if there's animation information, get it
									If t <> Null And t.animated Then
										' if the tile has a direction assigned to it, use it (we might be turning around)
										If t.hasAnimDirection Then cell.direction = t.animDirection

									' otherwise, pause and die
									Else
										cell.direction = 0
										Exit
									End
								End

							' no animation information, so pause
							Else
								cell.direction = 0
							End
						End
					End
				Next
			End
		Next
	End
End

Class TileMapTileset Implements TileMapPostLoad
	' attributes
	Field firstGid:Int
	Field name:String
	Field tileWidth:Int
	Field tileHeight:Int
	Field spacing:Int
	Field margin:Int
	Field source:String

	' children
	Field imageNode:TileMapImage
	Field tileNodes:ArrayList<TileMapTile> = New ArrayList<TileMapTile>

	' post load
	Field tiles:TileMapTile[]
	Field image:GameImage
	Field tileCount:Int

	Method PostLoad:Void()
	End
End

Class TileMapImage Implements TileMapPostLoad
	' attributes
	Field source$
	Field width%
	Field height%
	Field trans$ = ""

	' post-load
	Field transR%, transG%, transB%

	Method PostLoad:Void()
	End
End

'<layer> and <objectgroup>
Class TileMapLayer Extends TileMapPropertyContainer Implements TileMapPostLoad Abstract
	' attributes
	Field name$
	Field width%
	Field height%
	Field visible% = True
	Field opacity:Float = 1

	Method PostLoad:Void()
	End
End

Class TileMapData
	Field width%
	Field height%
	Field tiles:Int[]
	Field cells:TileMapCell[]

	Method New(width%, height%)
		Self.width = width
		Self.height = height
		Self.tiles = New Int[width * height]
		Self.cells = New TileMapCell[width * height]
	End Method

	Method Get%(x%, y%)
		Return tiles[x + y * width]
	End

	Method Set:Void(x%, y%, gid%)
		tiles[x + y * width] = gid
	End

	Method GetCell:TileMapCell(x%, y%)
		Return cells[x + y * width]
	End

	Method SetCell:Void(x%, y%, cell:TileMapCell)
		cells[x + y * width] = cell
	End
End

Class TileMapTileLayer Extends TileMapLayer
	Field mapData:TileMapData
	Field maxTileWidth%
	Field maxTileHeight%
	Field parallaxOffsetX# = 0
	Field parallaxOffsetY# = 0
	Field parallaxScaleX# = 1
	Field parallaxScaleY# = 1
End

Class TileMapObjectLayer Extends TileMapLayer
	' attributes
	Field color%
	' children
	Field objects:ArrayList<TileMapObject> = New ArrayList<TileMapObject>
End

Class TileMapObject Extends TileMapPropertyContainer
	' attributes
	Field name:String
	Field objectType:String
	Field x:Int
	Field y:Int
	Field width:Int
	Field height:Int
End

Class TileMapProperty
Private
	Field valueType% = 0 ' 0=int, 1=float, 2=bool, 3=string
	Field name$ = ""
	Field rawValue$ = ""

Public
	Method New(name:String="default", value:String="")
		Self.name = name
		Self.rawValue = value
		Self.valueType = 3
	End

	Method Set:Void(value:Int)
		rawValue = value
		valueType = 0
	End

	Method Set:Void(value:Float)
		RawValue = value
		ValueType = 1
	End

	Method Set:Void(value:Bool)
		If value Then
			rawValue = "true"
		Else
			rawValue = "false"
		EndIf
		ValueType = 2
	End

	Method Set:Void(value:String)
		rawValue = value
		valueType = 3
	End

	Method GetInt:Int()
		Return Int(rawValue)
		'Local rv% = 0
		'rv = RawValue.ToInt()
		'Catch ex:Object
		'End
		'Return rv
	End

	Method GetFloat:Float()
		Return Float(rawValue)
		'Local rv:Float = 0
		'Try
		'	rv = RawValue.ToFloat()
		'Catch ex:Object
		'EndTry
		'Return rv
	End

	Method GetBool:Bool()
		Local val:String = rawValue.ToLower()
		If val = "true" Or val = "t" Or val = "y" Then Return True
		Return False
		'If val = "false" Or val = "f" Or val = "n" Then Return False
		'Return GetInt() <> 0
	End

	Method GetString:String()
		Return rawValue
	End
End

Class TileMapTile Extends TileMapPropertyContainer Implements TileMapPostLoad
	Field id%
	Field image:GameImage
	Field width:Int
	Field height:Int
	Field gid:Int

	Field animDelay:Int
	Field animNext:Int
	Field animDirection:Int
	Field hasAnimDirection:Bool
	Field animated:Bool

	Method New(id:Int)
		Self.id = id
	End

	Method PostLoad:Void()
		If properties.Has(PROP_TILE_ANIM_DELAY) Then
			animDelay = game.CalcAnimLength(properties.Get(PROP_TILE_ANIM_DELAY).GetInt())
			animated = True
		End
		If properties.Has(PROP_TILE_ANIM_NEXT) Then animNext = properties.Get(PROP_TILE_ANIM_NEXT).GetInt()
		If properties.Has(PROP_TILE_ANIM_DIRECTION) Then
			animDirection = properties.Get(PROP_TILE_ANIM_DIRECTION).GetInt()
			hasAnimDirection = True
		End
	End
End

Class TileMapCell
	' mandatory fields
	Field gid%
	Field x%
	Field y%

	' animation stuff
	Field originalGid%
	Field timePassed:Int = 0 ' the time that has passed since the last frame change
	Field direction% = 1 ' >0 = forward, <0 = backward, 0 = paused

	Method New(gid%, x%, y%)
		Self.gid = gid
		Self.x = x
		Self.y = y
		originalGid = gid
	End
End

Class TileMapRect
	Field x%, y%, w%, h%
End

Function ColorToInt%(str$)
	' TODO: convert a hex color string #rrggbb to a number
	Return 0
End

Function HexToDec%(hexstr$)
	Local chars$ = "0123456789abcdef"
	Local rv% = 0
	hexstr = hexstr.ToLower()
	For Local i% = 0 To hexstr.Length - 1
		rv = rv Shl 4
		Local idx% = chars.Find(hexstr[i])
		If idx >= 0 Then rv += idx
	Next
	Return rv
End

Const PROP_MAP_WRAP_X$ = "wrap_x"
Const PROP_MAP_WRAP_Y$ = "wrap_y"

Const PROP_LAYER_PARALLAX_OFFSET_X$ = "parallax_offset_x"
Const PROP_LAYER_PARALLAX_OFFSET_Y$ = "parallax_offset_y"
Const PROP_LAYER_PARALLAX_SCALE_X$  = "parallax_scale_x"
Const PROP_LAYER_PARALLAX_SCALE_Y$  = "parallax_scale_y"

Const PROP_TILE_ANIM_DELAY$     = "anim_delay"
Const PROP_TILE_ANIM_NEXT$      = "anim_next"
Const PROP_TILE_ANIM_DIRECTION$ = "anim_direction"

Const DATA_ENCODING_RAW$    = ""
Const DATA_ENCODING_CSV$    = "csv"
Const DATA_ENCODING_BASE64$ = "base64"

Const MAP_ORIENTATION_ORTHOGONAL$   = "orthogonal"
Const MAP_ORIENTATION_ISOMETRIC$    = "isometric"

Const ATTR_MAP_VERSION$         = "version"
Const ATTR_MAP_ORIENTATION$     = "orientation"
Const ATTR_MAP_WIDTH$           = "width"
Const ATTR_MAP_HEIGHT$          = "height"
Const ATTR_MAP_TILEWIDTH$       = "tilewidth"
Const ATTR_MAP_TILEHEIGHT$      = "tileheight"
Const ATTR_TILESET_FIRSTGID$    = "firstgid"
Const ATTR_TILESET_NAME$        = "name"
Const ATTR_TILESET_TILEWIDTH$   = "tilewidth"
Const ATTR_TILESET_TILEHEIGHT$  = "tileheight"
Const ATTR_TILESET_SPACING$     = "spacing"
Const ATTR_TILESET_MARGIN$      = "margin"
Const ATTR_TILESET_SOURCE$      = "source"
Const ATTR_IMAGE_SOURCE$        = "source"
Const ATTR_IMAGE_WIDTH$         = "width"
Const ATTR_IMAGE_HEIGHT$        = "height"
Const ATTR_IMAGE_TRANS$         = "trans"
Const ATTR_TILE_ID$             = "id"
Const ATTR_LAYER_NAME$          = "name"
Const ATTR_LAYER_WIDTH$         = "width"
Const ATTR_LAYER_HEIGHT$        = "height"
Const ATTR_LAYER_VISIBLE$       = "visible"
Const ATTR_LAYER_OPACITY$       = "opacity"
Const ATTR_DATA_ENCODING$       = "encoding"
Const ATTR_DATA_COMPRESSION$    = "compression"
Const ATTR_PROPERTY_NAME$       = "name"
Const ATTR_PROPERTY_VALUE$      = "value"
Const ATTR_OBJECTGROUP_COLOR$   = "color"
Const ATTR_OBJECTGROUP_NAME$    = "name"
Const ATTR_OBJECTGROUP_WIDTH$   = "width"
Const ATTR_OBJECTGROUP_HEIGHT$  = "height"
Const ATTR_OBJECT_NAME$         = "name"
Const ATTR_OBJECT_TYPE$         = "type"
Const ATTR_OBJECT_X$            = "x"
Const ATTR_OBJECT_Y$            = "y"
Const ATTR_OBJECT_WIDTH$        = "width"
Const ATTR_OBJECT_HEIGHT$       = "height"

Const NODE_MAP$                 = "map"
Const NODE_TILESET$             = "tileset"
Const NODE_IMAGE$               = "image"
Const NODE_TILE$                = "tile"
Const NODE_LAYER$               = "layer"
Const NODE_DATA$                = "data"
Const NODE_PROPERTIES$          = "properties"
Const NODE_PROPERTY$            = "property"
Const NODE_OBJECTGROUP$         = "objectgroup"
Const NODE_OBJECT$              = "object"

Strict

Import monkey.map
Import collections
Import framework
Import xml

' TileMapPropertyContainer
' Classes that extend this will automatically instantiate a property container and expose it.
Class TileMapPropertyContainer
Private
	Field properties:TileMapProperties = New TileMapProperties

Public
	Method Properties:TileMapProperties() Property
		Return properties
	End
End

' TileMapPostLoad
' Classes that implement this interface will have PostLoad automatically called once the object has been created.
Interface TileMapPostLoad
	Method PostLoad:Void()
End

' TileMapReader
' This can be extended to handle any map file format.
Class TileMapReader Abstract
	Field tileMap:TileMap

	Method LoadMap:TileMap(filename:String) Abstract

	' override this to create a custom tilemap class
	Method CreateMap:TileMap()
		Return New TileMap
	End
End

' TiledTileMapReader
' Extends TileMapReader to add support for the Tiled map editor.
Class TiledTileMapReader Extends TileMapReader
	Field doc:XMLDocument

	' Overrides TileMapReader
	Method LoadMap:TileMap(filename:String)
		' open file and get root node
		Local parser:XMLParser = New XMLParser
		doc = parser.ParseString(LoadString(filename)) ' TODO: at the moment it assumes filename is actually the loaded string
		Return ReadMap(doc.Root)
	End

	Method ReadMap:TileMap(node:XMLElement)
		tileMap = CreateMap()
		ReadProperties(node, tileMap)

		' extract map properties
		If tileMap.properties.Has(PROP_MAP_WRAP_X) Then tileMap.wrapX = tileMap.properties.Get(PROP_MAP_WRAP_X).GetBool()
		If tileMap.properties.Has(PROP_MAP_WRAP_Y) Then tileMap.wrapY = tileMap.properties.Get(PROP_MAP_WRAP_Y).GetBool()

		' read root node's attributes
		If node.HasAttribute(ATTR_MAP_VERSION) Then tileMap.version = node.GetAttribute(ATTR_MAP_VERSION)
		If node.HasAttribute(ATTR_MAP_ORIENTATION) Then tileMap.orientation = node.GetAttribute(ATTR_MAP_ORIENTATION)
		If node.HasAttribute(ATTR_MAP_WIDTH) Then tileMap.width = Int(node.GetAttribute(ATTR_MAP_WIDTH))
		If node.HasAttribute(ATTR_MAP_HEIGHT) Then tileMap.height = Int(node.GetAttribute(ATTR_MAP_HEIGHT))
		If node.HasAttribute(ATTR_MAP_TILEWIDTH) Then tileMap.tileWidth = Int(node.GetAttribute(ATTR_MAP_TILEWIDTH))
		If node.HasAttribute(ATTR_MAP_TILEHEIGHT) Then tileMap.tileHeight = Int(node.GetAttribute(ATTR_MAP_TILEHEIGHT))

		tileMap.maxTileWidth = tileMap.tileWidth
		tileMap.maxTileHeight = tileMap.tileHeight

		' parse children
		If Not node.Children.IsEmpty() Then
			For Local mapchild:XMLElement = EachIn node.Children
				' tileset
				If mapchild.Name = NODE_TILESET Then
					Local ts:TileMapTileset = ReadTileset(mapchild)
					tileMap.tilesets.Set(ts.name, ts)

				' tile layer
				ElseIf mapchild.Name = NODE_LAYER Then
					Local layer:TileMapLayer = ReadTileLayer(mapchild)
					tileMap.layers.Add(layer)

				' object layer
				ElseIf mapchild.Name = NODE_OBJECTGROUP Then
					Local layer:TileMapLayer = ReadObjectLayer(mapchild)
					tileMap.layers.Add(layer)
				EndIf
			Next
		EndIf

		DoPostLoad(tileMap)

		Return tileMap
	End

	Method DoPostLoad:Void(obj:Object)
		If TileMapPostLoad(obj) <> Null Then TileMapPostLoad(obj).PostLoad()
	End

	Method ReadProperties:Void(node:XMLElement, obj:Object)
		Local cont:TileMapPropertyContainer = TileMapPropertyContainer(obj)
		If cont <> Null Then
			For Local propNode:XMLElement = EachIn node.Children
				If propNode.Name = NODE_PROPERTIES Then
					For Local child:XMLElement = EachIn propNode.Children
						If child.Name = NODE_PROPERTY Then
							Local prop:TileMapProperty = ReadProperty(child)
							cont.properties.props.Set(prop.name, prop)
						EndIf
					Next
					Return
				End
			Next
		End
	End

	Method ReadProperty:TileMapProperty(node:XMLElement)
		Return New TileMapProperty(node.GetAttribute(ATTR_PROPERTY_NAME, "default"), node.GetAttribute(ATTR_PROPERTY_VALUE, ""))
	End

	Method ReadTileset:TileMapTileset(node:XMLElement, target:TileMapTileset=Null)
		Local rv:TileMapTileset = target
		ReadProperties(node, rv)
		If rv = Null Then rv = tileMap.CreateTileset()
		If node.HasAttribute(ATTR_TILESET_FIRSTGID) Then rv.firstGid = Int(node.GetAttribute(ATTR_TILESET_FIRSTGID))

		If node.HasAttribute(ATTR_TILESET_SOURCE) Then
			rv.source = node.GetAttribute(ATTR_TILESET_SOURCE)
			Local parser:XMLParser = New XMLParser
			Local tilesetdoc:XMLDocument = parser.ParseFile(rv.source)
			Return ReadTileset(tilesetdoc.Root, rv)
		Else
			If node.HasAttribute(ATTR_TILESET_NAME) Then rv.name = node.GetAttribute(ATTR_TILESET_NAME)
			If node.HasAttribute(ATTR_TILESET_TILEWIDTH) Then rv.tileWidth = Int(node.GetAttribute(ATTR_TILESET_TILEWIDTH))
			If node.HasAttribute(ATTR_TILESET_TILEHEIGHT) Then rv.tileHeight = Int(node.GetAttribute(ATTR_TILESET_TILEHEIGHT))
			If node.HasAttribute(ATTR_TILESET_SPACING) Then rv.spacing = Int(node.GetAttribute(ATTR_TILESET_SPACING))
			If node.HasAttribute(ATTR_TILESET_MARGIN) Then rv.margin = Int(node.GetAttribute(ATTR_TILESET_MARGIN))

			If Not node.Children.IsEmpty() Then
				For Local child:XMLElement = EachIn node.Children
					If child.Name = NODE_IMAGE Then
						rv.imageNode = ReadImage(child)
					ElseIf child.Name = NODE_TILE Then
						rv.tileNodes.Add(ReadTile(child))
					End
				Next
			End
		End
		DoPostLoad(rv)
		Return rv
	End

	Method ReadLayerAttributes:Void(node:XMLElement, layer:TileMapLayer)
		If node.HasAttribute(ATTR_LAYER_NAME) Then layer.name = node.GetAttribute(ATTR_LAYER_NAME)
		If node.HasAttribute(ATTR_LAYER_WIDTH) Then layer.width = Int(node.GetAttribute(ATTR_LAYER_WIDTH))
		If node.HasAttribute(ATTR_LAYER_HEIGHT) Then layer.height = Int(node.GetAttribute(ATTR_LAYER_HEIGHT))
		layer.visible = Not node.HasAttribute(ATTR_LAYER_VISIBLE) Or Int(node.GetAttribute(ATTR_LAYER_VISIBLE)) <> 0
		If node.HasAttribute(ATTR_LAYER_OPACITY) Then layer.opacity = Float(node.GetAttribute(ATTR_LAYER_OPACITY))
	End

	Method ReadTileLayer:TileMapTileLayer(node:XMLElement)
		Local rv:TileMapTileLayer = tileMap.CreateTileLayer()
		ReadProperties(node, rv)
		ReadLayerAttributes(node, rv)

		If rv.properties.Has(PROP_LAYER_PARALLAX_OFFSET_X) Then rv.parallaxOffsetX = rv.properties.Get(PROP_LAYER_PARALLAX_OFFSET_X).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_OFFSET_Y) Then rv.parallaxOffsetY = rv.properties.Get(PROP_LAYER_PARALLAX_OFFSET_Y).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_SCALE_X) Then rv.parallaxScaleX = rv.properties.Get(PROP_LAYER_PARALLAX_SCALE_X).GetFloat()
		If rv.properties.Has(PROP_LAYER_PARALLAX_SCALE_Y) Then rv.parallaxScaleY = rv.properties.Get(PROP_LAYER_PARALLAX_SCALE_Y).GetFloat()

		For Local child:XMLElement = EachIn node.Children
			If child.Name = NODE_DATA Then
				rv.mapData = ReadTileData(child, rv)
			End
		Next

		DoPostLoad(rv)
		Return rv
	End

	Method ReadObjectLayer:TileMapObjectLayer(node:XMLElement)
		Local rv:TileMapObjectLayer = tileMap.CreateObjectLayer()
		ReadProperties(node, rv)
		ReadLayerAttributes(node, rv)

		If node.HasAttribute(ATTR_OBJECTGROUP_COLOR) Then rv.color = ColorToInt(node.GetAttribute(ATTR_OBJECTGROUP_COLOR))

		For Local child:XMLElement = EachIn node.Children
			If child.Name = NODE_OBJECT Then
				rv.objects.Add(ReadObject(child, rv))
			End
		Next

		DoPostLoad(rv)
		Return rv
	End

	Method ReadImage:TileMapImage(node:XMLElement)
		Local rv:TileMapImage = tileMap.CreateImage()
		ReadProperties(node, rv)

		If node.HasAttribute(ATTR_IMAGE_SOURCE) Then rv.source = StripDir(node.GetAttribute(ATTR_IMAGE_SOURCE))
		If node.HasAttribute(ATTR_IMAGE_WIDTH) Then rv.width = Int(node.GetAttribute(ATTR_IMAGE_WIDTH))
		If node.HasAttribute(ATTR_IMAGE_HEIGHT) Then rv.height = Int(node.GetAttribute(ATTR_IMAGE_HEIGHT))
		If node.HasAttribute(ATTR_IMAGE_TRANS) Then rv.trans = node.GetAttribute(ATTR_IMAGE_TRANS)
		If rv.trans.Length > 0 Then
			rv.transR = HexToDec(rv.trans[0..2])
			rv.transG = HexToDec(rv.trans[2..4])
			rv.transB = HexToDec(rv.trans[4..6])
		EndIf

		DoPostLoad(rv)
		Return rv
	End

	Method ReadTile:TileMapTile(node:XMLElement)
		Local id:Int = Int(node.GetAttribute(ATTR_TILE_ID, "0"))
		Local rv:TileMapTile = tileMap.CreateTile(id)
		ReadProperties(node, rv)
		DoPostLoad(rv)
		Return rv
	End

	Method ReadObject:TileMapObject(node:XMLElement, layer:TileMapObjectLayer)
		Local rv:TileMapObject = tileMap.CreateObject()
		ReadProperties(node, rv)
		If node.HasAttribute(ATTR_OBJECT_NAME) Then rv.name = node.GetAttribute(ATTR_OBJECT_NAME)
		If node.HasAttribute(ATTR_OBJECT_TYPE) Then rv.objectType = node.GetAttribute(ATTR_OBJECT_TYPE)
		If node.HasAttribute(ATTR_OBJECT_X) Then rv.x = Int(node.GetAttribute(ATTR_OBJECT_X))
		If node.HasAttribute(ATTR_OBJECT_Y) Then rv.y = Int(node.GetAttribute(ATTR_OBJECT_Y))
		If node.HasAttribute(ATTR_OBJECT_WIDTH) Then rv.width = Int(node.GetAttribute(ATTR_OBJECT_WIDTH))
		If node.HasAttribute(ATTR_OBJECT_HEIGHT) Then rv.height = Int(node.GetAttribute(ATTR_OBJECT_HEIGHT))
		DoPostLoad(rv)
		Return rv
	End

	Method ReadTileData:TileMapData(node:XMLElement, layer:TileMapTileLayer)
		Local rv:TileMapData = tileMap.CreateData(layer.width, layer.height)

		' default to raw xml (ugly)
		Local encoding$ = DATA_ENCODING_RAW
		If node.HasAttribute(ATTR_DATA_ENCODING) Then encoding = node.GetAttribute(ATTR_DATA_ENCODING)

		If encoding = DATA_ENCODING_RAW Then
			' TODO: raw xml
		ElseIf encoding = DATA_ENCODING_CSV Then
			' TODO: csv encoding
		ElseIf encoding = DATA_ENCODING_BASE64 Then
			Local bytes:Int[] = DecodeBase64Bytes(node.Value)
			If node.HasAttribute(ATTR_DATA_COMPRESSION) Then
				' TODO: compression
			End
			For Local i% = 0 Until bytes.Length Step 4
				' little endian
				Local gid% = bytes[i]
				gid += bytes[i + 1] Shl 8
				gid += bytes[i + 2] Shl 16
				gid += bytes[i + 3] Shl 24
				rv.tiles[i / 4] = gid
				rv.cells[i / 4] = tileMap.CreateCell(gid, (i / 4) Mod rv.width, (i / 4) / rv.width)
			Next
		End
		Return rv
	End
End

' TileMapProperties
' Container for properties.
Class TileMapProperties
	Field props:StringMap<TileMapProperty> = New StringMap<TileMapProperty>

	Method Has:Bool(name:String)
		Return props.Contains(name)
	End

	Method Get:TileMapProperty(name:String)
		Return props.Get(name)
	End

	Method Set:Void(name:String, prop:TileMapProperty)
		props.Set(name, prop)
	End
End

' TileMap
' The main Map class.
Class TileMap Extends TileMapPropertyContainer Implements TileMapPostLoad

	' attributes
	Field version:String = "1.0"
	Field orientation:String = MAP_ORIENTATION_ORTHOGONAL
	Field width:Int
	Field height:Int
	Field tileWidth:Int = 32
	Field tileHeight:Int = 32

	' children
	Field tilesets:StringMap<TileMapTileset> = New StringMap<TileMapTileset>
	Field layers:ArrayList<TileMapLayer> = New ArrayList<TileMapLayer>

	' post-load
	Field layerNames:StringMap<TileMapLayer> = New StringMap<TileMapLayer>
	Field tiles:TileMapTile[]
	Field maxTileWidth:Int
	Field maxTileHeight:Int
	Field wrapX:Bool = False
	Field wrapY:Bool = False

	' override this to configure a layer (called on every render)
	Method ConfigureLayer:Void(tileLayer:TileMapLayer)
	End

	' override this to draw a tile
	Method DrawTile:Void(tileLayer:TileMapTileLayer, mapTile:TileMapTile, x:Int, y:Int)
	End

	' override this to create a custom tile class
	Method CreateTile:TileMapTile(id:Int)
		Return New TileMapTile(id)
	End

	' override this to create a custom tileset class
	Method CreateTileset:TileMapTileset()
		Return New TileMapTileset
	End

	' override this to create a custom tile layer class
	Method CreateTileLayer:TileMapTileLayer()
		Return New TileMapTileLayer
	End

	' override this to create a custom object layer class
	Method CreateObjectLayer:TileMapObjectLayer()
		Return New TileMapObjectLayer
	End

	' override this to create a custom image class
	Method CreateImage:TileMapImage()
		Return New TileMapImage
	End

	' override this to create a custom object class
	Method CreateObject:TileMapObject()
		Return New TileMapObject
	End

	' override this to create a custom cell class
	Method CreateCell:TileMapCell(gid:Int, x:Int, y:Int)
		Return New TileMapCell(gid, x, y)
	End

	' override this to create a custom data class
	Method CreateData:TileMapData(width:Int, height:Int)
		Return New TileMapData(width, height)
	End

	' override this to perform additional post-loading functionality (remember to call Super.PostLoad() first)
	Method PostLoad:Void()
		Local totaltiles% = 0, ts:TileMapTileset
		Local alltiles:ArrayList<TileMapTile> = New ArrayList<TileMapTile>
		For Local ts:TileMapTileset = EachIn tilesets.Values()
			' load the image
			ts.image = game.images.LoadTileset(ts.imageNode.source, ts.tileWidth, ts.tileHeight, ts.margin, ts.spacing)
			' get the cell count
			ts.tileCount = ts.image.tileCount

			' update max tile size
			If maxTileWidth < ts.tileWidth Then maxTileWidth = ts.tileWidth
			If maxTileHeight < ts.tileHeight Then maxTileHeight = ts.tileHeight

			' build tile list
			ts.tiles = New TileMapTile[ts.tileCount]
			For Local t:TileMapTile = EachIn ts.tileNodes
				ts.tiles[t.id] = t
			Next
			For Local i% = 0 Until ts.tiles.Length
				If ts.tiles[i] = Null Then
					ts.tiles[i] = CreateTile(i)
				End
				ts.tiles[i].gid = ts.firstGid + i
				ts.tiles[i].image = ts.image
				ts.tiles[i].width = ts.tileWidth
				ts.tiles[i].height = ts.tileHeight
				alltiles.Add(ts.tiles[i])
			Next
			' update total tiles
			totaltiles += ts.tileCount
		Next

		' make our cache
		tiles = New TileMapTile[totaltiles]
		For Local t:TileMapTile = EachIn alltiles
			tiles[t.gid - 1] = t
		Next

		' calculate the max tile size per layer
		For Local l:TileMapLayer = EachIn layers
			If TileMapTileLayer(l) <> Null Then
				Local tl:TileMapTileLayer = TileMapTileLayer(l)
				For Local i% = 0 Until tl.mapData.tiles.Length
					If tl.mapData.tiles[i] > 0 Then
						If tl.maxTileWidth < tiles[tl.mapData.tiles[i] - 1].width Then tl.maxTileWidth = tiles[tl.mapData.tiles[i] - 1].width
						If tl.maxTileHeight < tiles[tl.mapData.tiles[i] - 1].height Then tl.maxTileHeight = tiles[tl.mapData.tiles[i] - 1].height
					End
				Next
			End
		Next
	End

	#Rem
	Method WorldToMap:TPoint(worldPoint:TPoint)
		If worldPoint.X < 0 Or worldPoint.Y < 0 Or worldPoint.X > Width * TileWidth Or worldPoint.Y > Height * TileHeight Then
			' out of range!
			Return Null
		EndIf
		Local rv:TPoint = New TPoint.CreatePoint(worldPoint.X / TileWidth, worldPoint.Y / TileHeight)
		If worldPoint.X = Width * TileWidth Then rv.X:-1
		If worldPoint.Y = Height * TileHeight Then rv.Y:-1
		Return rv
	End
	#End

	Method GetAllObjects:ArrayList<TileMapObject>()
		#Rem
		Local layer:TTiledLayer
		Local obj:TTiledObject
		Local rv:TList = New TList
		For layer = EachIn Layers
			If TTiledObjectLayer(layer) <> Null Then
				For obj = EachIn TTiledObjectLayer(layer).Objects
					rv.AddLast(obj)
				Next
			EndIf
		Next
		Return rv
		#End
	End

	Method FindObjectByName:TileMapObject(name:String)
		#Rem
		Local layer:TTiledLayer, obj:TTiledObject
		For layer = EachIn Layers
			If TTiledObjectLayer(layer) <> Null Then
				For obj = EachIn TTiledObjectLayer(layer).Objects
					If obj.Name = name Then Return obj
				Next
			EndIf
		Next
		#End
		Return Null
	End

	' bx,by,bw,bh = render bounds (screen)
	' sx,sy = scale x/y (float, defaults to 1) i'll do this later
	' wx,wy = wrap x/y (boolean, defaults to false)
	Method RenderMap:Void(bx%, by%, bw%, bh%, sx# = 1, sy# = 1)
		Local x%, y%, rx%, ry%, mx%, my%, mx2%, my2%, modx%, mody%
		For Local layer:TileMapLayer = EachIn layers
			If layer.visible And TileMapTileLayer(layer) <> Null Then
				Local tl:TileMapTileLayer = TileMapTileLayer(layer)
				Local mapTile:TileMapTile, gid%
				ConfigureLayer(layer)
				' ortho
				If orientation = MAP_ORIENTATION_ORTHOGONAL Then
					modx = (bx * tl.parallaxScaleX) mod tileWidth
					mody = (by * tl.parallaxScaleY) mod tileHeight
					y = by
					my = Int(Floor(Float(by * tl.parallaxScaleY) / Float(tileHeight)))
					While y < by + bh + tl.maxTileHeight
						x = bx - tl.maxTileWidth
						mx = Int(Floor(Float(bx * tl.parallaxScaleX) / Float(tileWidth)))
						While x < bx + bw + tl.maxTileWidth
							If (wrapX Or (mx >= 0 And mx < width)) And (wrapY Or (my >= 0 And my < height)) Then
								mx2 = mx
								my2 = my
								While mx2 < 0
									mx2 += width
								End
								While mx2 >= width
									mx2 -= width
								End
								While my2 < 0
									my2 += height
								End
								While my2 >= height
									my2 -= height
								End
								gid = tl.mapData.GetCell(mx2, my2).gid
								If gid > 0 Then
									mapTile = tiles[gid - 1]

									If modx < 0 Then modx += tileWidth
									If mody < 0 Then mody += tileHeight
									rx = x - modx - bx
									ry = y - mody - by
									DrawTile(tl, mapTile, rx, ry)
								End
							End
							x += tileWidth
							mx += 1
						End
						y += tileHeight
						my += 1
					End

				' iso
				ElseIf orientation = MAP_ORIENTATION_ISOMETRIC Then
					' TODO: wrapping
					For y = 0 Until tl.width + tl.height
						ry = y
						rx = 0
						While ry >= tl.height
							ry -= 1
							rx += 1
						Wend
						While ry >= 0 And rx < tl.width
							gid = tl.mapData.GetCell(rx, ry).gid
							If gid > 0 Then
								mapTile = tiles[gid - 1]
								DrawTile(tl, mapTile, (rx - ry - 1) * tileWidth / 2, (rx + ry + 2) * tileHeight / 2 - mapTile.height)
							EndIf
							ry -= 1
							rx += 1
						End
					Next
				End
			End
		Next
	End

	Method GetBounds:TileMapRect()
		Local rv:TileMapRect = New TileMapRect
		If orientation = MAP_ORIENTATION_ORTHOGONAL Then
			rv.x = 0
			rv.y = tileHeight - maxTileHeight
			rv.w = (width - 1) * tileWidth + maxTileWidth
			rv.h = (height - 1) * tileHeight + maxTileHeight
		ElseIf orientation = MAP_ORIENTATION_ISOMETRIC Then
			rv.x = -height * tileWidth / 2
			rv.y = tileHeight - maxTileHeight
			rv.w = (width - 2) * tileWidth / 2 + maxTileWidth - rv.X
			rv.h = (width + height) * tileHeight / 2 - rv.Y
		EndIf
		Return rv
	End

	Method UpdateAnimation:Void(timePassed:Int)
		Local layer:TileMapLayer, tl:TileMapTileLayer, cell:TileMapCell, t:TileMapTile
		' loop on each layer
		For layer = EachIn layers
			' cast
			tl = TileMapTileLayer(layer)

			' if the layer is a tile layer
			If tl <> Null Then
				' loop on each cell
				For cell = EachIn tl.mapData.cells
					' if the cell exists and has a value
					If cell <> Null And cell.gid > 0 Then
						' get the tile
						t = tiles[cell.gid-1]

						' if the direction is 0 (paused), do nothing
						If t <> Null And cell.direction <> 0 Then
							' add our time to the time passed for the cell
							cell.timePassed += timePassed

							' if this tile has animation information
							If t.animated Then
								' get the new direction if we have one
								If t.hasAnimDirection Then cell.direction = t.animDirection

								' while it's not paused and we're not up to the current frame
								While cell.direction <> 0 And cell.timePassed >= t.animDelay
									' move to the next frame
									cell.timePassed -= t.animDelay
									cell.gid += cell.direction * t.animNext

									' get the tile for the new frame
									t = tiles[cell.gid-1]

									' if there's animation information, get it
									If t <> Null And t.animated Then
										' if the tile has a direction assigned to it, use it (we might be turning around)
										If t.hasAnimDirection Then cell.direction = t.animDirection

									' otherwise, pause and die
									Else
										cell.direction = 0
										Exit
									End
								End

							' no animation information, so pause
							Else
								cell.direction = 0
							End
						End
					End
				Next
			End
		Next
	End
End

Class TileMapTileset Implements TileMapPostLoad
	' attributes
	Field firstGid:Int
	Field name:String
	Field tileWidth:Int
	Field tileHeight:Int
	Field spacing:Int
	Field margin:Int
	Field source:String

	' children
	Field imageNode:TileMapImage
	Field tileNodes:ArrayList<TileMapTile> = New ArrayList<TileMapTile>

	' post load
	Field tiles:TileMapTile[]
	Field image:GameImage
	Field tileCount:Int

	Method PostLoad:Void()
	End
End

Class TileMapImage Implements TileMapPostLoad
	' attributes
	Field source$
	Field width%
	Field height%
	Field trans$ = ""

	' post-load
	Field transR%, transG%, transB%

	Method PostLoad:Void()
	End
End

'<layer> and <objectgroup>
Class TileMapLayer Extends TileMapPropertyContainer Implements TileMapPostLoad Abstract
	' attributes
	Field name$
	Field width%
	Field height%
	Field visible% = True
	Field opacity:Float = 1

	Method PostLoad:Void()
	End
End

Class TileMapData
	Field width%
	Field height%
	Field tiles:Int[]
	Field cells:TileMapCell[]

	Method New(width%, height%)
		Self.width = width
		Self.height = height
		Self.tiles = New Int[width * height]
		Self.cells = New TileMapCell[width * height]
	End Method

	Method Get%(x%, y%)
		Return tiles[x + y * width]
	End

	Method Set:Void(x%, y%, gid%)
		tiles[x + y * width] = gid
	End

	Method GetCell:TileMapCell(x%, y%)
		Return cells[x + y * width]
	End

	Method SetCell:Void(x%, y%, cell:TileMapCell)
		cells[x + y * width] = cell
	End
End

Class TileMapTileLayer Extends TileMapLayer
	Field mapData:TileMapData
	Field maxTileWidth%
	Field maxTileHeight%
	Field parallaxOffsetX# = 0
	Field parallaxOffsetY# = 0
	Field parallaxScaleX# = 1
	Field parallaxScaleY# = 1
End

Class TileMapObjectLayer Extends TileMapLayer
	' attributes
	Field color%
	' children
	Field objects:ArrayList<TileMapObject> = New ArrayList<TileMapObject>
End

Class TileMapObject Extends TileMapPropertyContainer
	' attributes
	Field name:String
	Field objectType:String
	Field x:Int
	Field y:Int
	Field width:Int
	Field height:Int
End

Class TileMapProperty
Private
	Field valueType% = 0 ' 0=int, 1=float, 2=bool, 3=string
	Field name$ = ""
	Field rawValue$ = ""

Public
	Method New(name:String="default", value:String="")
		Self.name = name
		Self.rawValue = value
		Self.valueType = 3
	End

	Method Set:Void(value:Int)
		rawValue = value
		valueType = 0
	End

	Method Set:Void(value:Float)
		RawValue = value
		ValueType = 1
	End

	Method Set:Void(value:Bool)
		If value Then
			rawValue = "true"
		Else
			rawValue = "false"
		EndIf
		ValueType = 2
	End

	Method Set:Void(value:String)
		rawValue = value
		valueType = 3
	End

	Method GetInt:Int()
		Return Int(rawValue)
		'Local rv% = 0
		'rv = RawValue.ToInt()
		'Catch ex:Object
		'End
		'Return rv
	End

	Method GetFloat:Float()
		Return Float(rawValue)
		'Local rv:Float = 0
		'Try
		'	rv = RawValue.ToFloat()
		'Catch ex:Object
		'EndTry
		'Return rv
	End

	Method GetBool:Bool()
		Local val:String = rawValue.ToLower()
		If val = "true" Or val = "t" Or val = "y" Then Return True
		Return False
		'If val = "false" Or val = "f" Or val = "n" Then Return False
		'Return GetInt() <> 0
	End

	Method GetString:String()
		Return rawValue
	End
End

Class TileMapTile Extends TileMapPropertyContainer Implements TileMapPostLoad
	Field id%
	Field image:GameImage
	Field width:Int
	Field height:Int
	Field gid:Int

	Field animDelay:Int
	Field animNext:Int
	Field animDirection:Int
	Field hasAnimDirection:Bool
	Field animated:Bool

	Method New(id:Int)
		Self.id = id
	End

	Method PostLoad:Void()
		If properties.Has(PROP_TILE_ANIM_DELAY) Then
			animDelay = game.CalcAnimLength(properties.Get(PROP_TILE_ANIM_DELAY).GetInt())
			animated = True
		End
		If properties.Has(PROP_TILE_ANIM_NEXT) Then animNext = properties.Get(PROP_TILE_ANIM_NEXT).GetInt()
		If properties.Has(PROP_TILE_ANIM_DIRECTION) Then
			animDirection = properties.Get(PROP_TILE_ANIM_DIRECTION).GetInt()
			hasAnimDirection = True
		End
	End
End

Class TileMapCell
	' mandatory fields
	Field gid%
	Field x%
	Field y%

	' animation stuff
	Field originalGid%
	Field timePassed:Int = 0 ' the time that has passed since the last frame change
	Field direction% = 1 ' >0 = forward, <0 = backward, 0 = paused

	Method New(gid%, x%, y%)
		Self.gid = gid
		Self.x = x
		Self.y = y
		originalGid = gid
	End
End

Class TileMapRect
	Field x%, y%, w%, h%
End

Function ColorToInt%(str$)
	' TODO: convert a hex color string #rrggbb to a number
	Return 0
End

Function HexToDec%(hexstr$)
	Local chars$ = "0123456789abcdef"
	Local rv% = 0
	hexstr = hexstr.ToLower()
	For Local i% = 0 To hexstr.Length - 1
		rv = rv Shl 4
		Local idx% = chars.Find(hexstr[i])
		If idx >= 0 Then rv += idx
	Next
	Return rv
End

Const PROP_MAP_WRAP_X$ = "wrap_x"
Const PROP_MAP_WRAP_Y$ = "wrap_y"

Const PROP_LAYER_PARALLAX_OFFSET_X$ = "parallax_offset_x"
Const PROP_LAYER_PARALLAX_OFFSET_Y$ = "parallax_offset_y"
Const PROP_LAYER_PARALLAX_SCALE_X$  = "parallax_scale_x"
Const PROP_LAYER_PARALLAX_SCALE_Y$  = "parallax_scale_y"

Const PROP_TILE_ANIM_DELAY$     = "anim_delay"
Const PROP_TILE_ANIM_NEXT$      = "anim_next"
Const PROP_TILE_ANIM_DIRECTION$ = "anim_direction"

Const DATA_ENCODING_RAW$    = ""
Const DATA_ENCODING_CSV$    = "csv"
Const DATA_ENCODING_BASE64$ = "base64"

Const MAP_ORIENTATION_ORTHOGONAL$   = "orthogonal"
Const MAP_ORIENTATION_ISOMETRIC$    = "isometric"

Const ATTR_MAP_VERSION$         = "version"
Const ATTR_MAP_ORIENTATION$     = "orientation"
Const ATTR_MAP_WIDTH$           = "width"
Const ATTR_MAP_HEIGHT$          = "height"
Const ATTR_MAP_TILEWIDTH$       = "tilewidth"
Const ATTR_MAP_TILEHEIGHT$      = "tileheight"
Const ATTR_TILESET_FIRSTGID$    = "firstgid"
Const ATTR_TILESET_NAME$        = "name"
Const ATTR_TILESET_TILEWIDTH$   = "tilewidth"
Const ATTR_TILESET_TILEHEIGHT$  = "tileheight"
Const ATTR_TILESET_SPACING$     = "spacing"
Const ATTR_TILESET_MARGIN$      = "margin"
Const ATTR_TILESET_SOURCE$      = "source"
Const ATTR_IMAGE_SOURCE$        = "source"
Const ATTR_IMAGE_WIDTH$         = "width"
Const ATTR_IMAGE_HEIGHT$        = "height"
Const ATTR_IMAGE_TRANS$         = "trans"
Const ATTR_TILE_ID$             = "id"
Const ATTR_LAYER_NAME$          = "name"
Const ATTR_LAYER_WIDTH$         = "width"
Const ATTR_LAYER_HEIGHT$        = "height"
Const ATTR_LAYER_VISIBLE$       = "visible"
Const ATTR_LAYER_OPACITY$       = "opacity"
Const ATTR_DATA_ENCODING$       = "encoding"
Const ATTR_DATA_COMPRESSION$    = "compression"
Const ATTR_PROPERTY_NAME$       = "name"
Const ATTR_PROPERTY_VALUE$      = "value"
Const ATTR_OBJECTGROUP_COLOR$   = "color"
Const ATTR_OBJECTGROUP_NAME$    = "name"
Const ATTR_OBJECTGROUP_WIDTH$   = "width"
Const ATTR_OBJECTGROUP_HEIGHT$  = "height"
Const ATTR_OBJECT_NAME$         = "name"
Const ATTR_OBJECT_TYPE$         = "type"
Const ATTR_OBJECT_X$            = "x"
Const ATTR_OBJECT_Y$            = "y"
Const ATTR_OBJECT_WIDTH$        = "width"
Const ATTR_OBJECT_HEIGHT$       = "height"

Const NODE_MAP$                 = "map"
Const NODE_TILESET$             = "tileset"
Const NODE_IMAGE$               = "image"
Const NODE_TILE$                = "tile"
Const NODE_LAYER$               = "layer"
Const NODE_DATA$                = "data"
Const NODE_PROPERTIES$          = "properties"
Const NODE_PROPERTY$            = "property"
Const NODE_OBJECTGROUP$         = "objectgroup"
Const NODE_OBJECT$              = "object"


#48 Sort by object fields types in FlxGroup

#rem
	header:This module contains the FlxGroup class
#end
Strict

Import reflection

Import flxextern
Import flxbasic
Import flxobject
Import system.flxarray

Alias MonkeyGetClass = reflection.GetClass

#Rem
summary:This is an organizational class that can update and render a bunch of FlxBasics.
[i][b]NOTE:[/b] Although FlxGroup extends [a flxbasic.monkey.html]FlxBasic[/a], it will not automatically add itself to the global collisions quad tree, it will only add its members.[/i]
#End
Class FlxGroup Extends FlxBasic

	Global ClassObject:Object

	#Rem
	summary:See detail.
	Use with [a #Sort]Sort()[/a] to sort in ascending order.
	#End
	Const ASCENDING:Bool = False

	#Rem
	summary:See detail.
	Use with [a #Sort]Sort()[/a] to sort in descending order.
	#End
	Const DESCENDING:Bool = True

Private
	Field _maxSize:Int

	Field _marker:Int

	Field _length:Int

	Field _members:FlxBasic[]

	Field _sortIndex:FieldInfo

	Field _sortMethod:MethodInfo

	Field _sortDescending:Bool

Public
	#Rem
	summary:Constructor
	Params:
	[list]
	[*]maxSize:Int - the maximum capacity of this group.
	[/list]
	#End
	Method New(maxSize:Int = 0)
		Super.New()
		_maxSize = maxSize
		_marker = 0
		_length = 0
		_cameras = Null
	End Method

	#Rem
	summary:The number of entries in the members array.
	For performance and safety you should check this variable instead of members.length unless you really know what you're doing!
	#End
	Method Length:Int() Property
		Return _length
	End Method

	#Rem
	summary:See detail.
	Array of all the [a flxbasic.monkey.html]FlxBasic[/a]s that exist in this group.
	#End
	Method Members:FlxBasic[]() Property
		Return _members
	End Method

	#Rem
	summary:Override this function to handle any deleting or "shutdown" type operations you might need,such as removing traditional Monkey/Mojo children like Images objects.
	#End
	Method Destroy:Void()
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) basic.Destroy()
			i+=1
		Wend

		_length = 0
		_members = _members.Resize(_length)
		_cameras = Null

		Super.Destroy()
	End Method

	#Rem
	summary:Just making sure we don't increment the active objects count.
	#End
	Method PreUpdate:Void()

	End Method

	#Rem
	summary:Automatically goes through and calls update on everything you added.
	#End
	Method Update:Void()
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.active) Then
				basic.PreUpdate()
				basic.Update()
				If (basic.HasTween) basic.UpdateTweens()
				basic.PostUpdate()
			End If
			i+=1
		Wend

		If (HasTween) UpdateTweens()
	End Method

	#Rem
	summary:Automatically goes through and calls render on everything you added.
	#End
	Method Draw:Void()
		If (_cameras <> Null And Not _cameras.Contains(FlxG._CurrentCamera.ID)) Return

		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.visible) basic.Draw()
			i+=1
		Wend
	End Method

	#Rem
	summary:The maximum capacity of this group.  Default is 0, meaning no max capacity, and the group can just grow.
	#End
	Method MaxSize:Int() Property
		Return _maxSize
	End Method

	Method MaxSize:Void(size:Int) Property
		_maxSize = size

		If (_marker >= _maxSize) _marker = 0
		If (_maxSize = 0 Or _maxSize >= _length) Return

		Local basic:FlxBasic
		Local i:Int = _maxSize
		Local l:Int = _length

		While(i < l)
			basic = _members[i]
			If (basic <> Null) basic.Destroy()
			i+=1
		Wend

		_members = _members.Resize(_maxSize)
		_length = _maxSize
	End Method

	#Rem
	summary:See details.
	Adds a new [a flxbasic.monkey.html]FlxBasic[/a] subclass ([a flxbasic.monkey.html]FlxBasic[/a], [a flxsprite.monkey.html]FlxSprite[/a], Enemy, etc) to the group. FlxGroup will try to replace a null member of the array first. Failing that, FlxGroup will add it to the end of the member array, assuming there is room for it, and doubling the size of the array if necessary.

	[b]WARNING[/b]: If the group has a maxSize that has already been met, the object will NOT be added to the group!

	Params:
	[list]
	[*][a flxbasic.monkey.html]object:FlxBasic[/a] - the object you want to add to the group.
	[/list]
	Return the same [a flxbasic.monkey.html]FlxBasic[/a] object that was passed in.
	#End
	Method Add:FlxBasic(object:FlxBasic)
		If (_IndexOf(object) >= 0) Return object

		Local i:Int = 0

		While (i < _length)
			If (_members[i] = Null) Then
				_members[i] = object
				If (i >= _length) _length = i+1
				Return object
			End If
			i+=1
		Wend

		If (_maxSize > 0) Then
			If (_length = _members.Length()) Then
				If (_length >= _maxSize) Then
					Return object
				ElseIf (_length*2 + 10 <= _maxSize)
					_members = _members.Resize(_length*2 + 10)
				Else
					_members = _members.Resize(_maxSize)
				End If
			End if
		Else
			If (_length = _members.Length()) Then
				_members = _members.Resize(_length*2 + 10)
			End If
		End If

		_members[i] = object
		_length+=1

		Return object
	End Method

	#Rem
	summary:Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
	If you specified a maximum size for this group (like in [a flxemitter.monkey.html]FlxEmitter[/a],then recycle will employ what we're calling "rotating" recycling. Recycle() will first check to see if the group is at capacity yet. If group is not yet at capacity, Recycle() returns a new object. If the group IS at capacity, then Recycle() just returns the next object in line

	If you did NOT specify a maximum size for this group, then Recycle() will employ what we're calling "grow-style" recycling. Recycle() will return either the first object with exists = false, or, finding none, add a new object to the array, doubling the size of the array if necessary.

	[b]WARNING:[/b] If this function needs to create a new object, and no object class was provided, it will return null instead of a valid object!

	Params:
	[list]
	[*]objectClass:FlxClass - the type objectClass implements FlxClass you want to recycle (e.g. FlxSpriteClass, EvilRobotClass, etc). Do NOT "new" the class in the parameter!
	[/list]
	Return a reference to the object that was created. Don't forget to cast it back to the objectClass you want (e.g. myObject = myObjectClass(myGroup.recycle(myObjectClassClass))).
	#End
	Method Recycle:FlxBasic(objectClass:ClassInfo = null)
		If (_maxSize > 0) Then
			If (_length < _maxSize) Then
				If (objectClass = Null) Return Null
				Return Add(FlxBasic(objectClass.NewInstance()))
			Else
				Local basic:FlxBasic = _members[_marker]
				_marker+=1
				If (_marker >= _maxSize) _marker = 0
				Return basic
			End If
		Else
			Local basic:FlxBasic = GetFirstAvailable(objectClass)
			If (basic <> Null) Return basic
			If (objectClass = Null) Return Null
			Return Add(FlxBasic(objectClass.NewInstance()))
		End If
	End Method

	#Rem
	summary:Removes an object from the group.
	Params:
	[list]
	[*][a flxbasic.monkey.html]object:FlxBasic[/a] - The [a flxbasic.monkey.html]FlxBasic[/a] you want to remove.
	[*]splice:Bool - whether the object should be cut from the array entirely or not.
	[/list]
	Return the removed object.
	#End
	Method Remove:FlxBasic(object:FlxBasic, splice:Bool = False)
		Local index:Int = _IndexOf(object)

		If (index < 0) Return Null

		If (splice) Then
			Local i:Int = index
			Local l:Int = _length

			While(i < _length - 1)
				_members[i] = _members[i+1]
				i+=1
			Wend

			_length-=1
		Else
			_members[index] = Null
		End If

		Return object
	End Method

	#Rem
	summary:Replaces an existing [a flxbasic.monkey.html]FlxBasic[/a] with a new one.
	Params:
	[list]
	[*][a flxbasic.monkey.html]oldObject:FlxBasic[/a] - the object you want to replace.
	[*][a flxbasic.monkey.html]newObject:FlxBasic[/a] - the new object you want to use instead.
	[/list]
	Return the new object.
	#End
	Method Replace:FlxBasic(oldObject:FlxBasic, newObject:FlxBasic)
		Local index:Int  = _IndexOf(oldObject)
		If (index < 0) Return Null

		_members[index] = newObject
		Return newObject
	End Method

	#Rem
	summary:Call this function to sort the group according to a particular value and order.
	For example, to sort game objects for Zelda-style overlaps you might call myGroup.Sort(FlxObject.YComparator, FlxGroup.ASCENDING) at the bottom of your [a flxstate.monkey.html]FlxState.Update()[/a] override. To sort all existing objects after a big explosion or bomb attack, you might call myGroup.Sort(FlxBasic.ExistsComparator, FlxGroup.DESCENDING)
	Params:
	[list]
	[*]comparator:FlxBasicComparator - The FlxBasicComparator you want to sort on. Default value is FlxObject.YComparator.
	[*]order:Bool - A FlxGroup constant that defines the sort order. Possible values are ASCENDING and DESCENDING. Default value is ASCENDING.
	[/list]
	Return the new object.
	#End
	Method Sort:Void(index:String = "y", order:Bool = ASCENDING)
		_sortIndex = GetFirstNotNull().GetClassInfo().GetField(index)
		_sortDescending = order

		Select _sortIndex.Type.Name

			Case FloatClass().Name
				_QSortFloat(0, _length - 1)

			Case IntClass().Name
				_QSortInt(0, _length - 1)

			Case BoolClass().Name
				_QSortBool(0, _length - 1)

			Case StringClass().Name
				_QSortString(0, _length - 1)

			Default
				_sortMethod = _sortIndex.Type.GetMethod("Compare",[_sortIndex.Type])
				If (_sortMethod = Null) _sortMethod = _sortIndex.Type.GetMethod("Compare",[GetClass("Object")])

				If (_sortMethod <> Null) Then
					_QSortObject(0, _length - 1)
				End If
		End Select
	End Method

	Method SetAll:Void(variableName:String, value:Object, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local f:FieldInfo = basic.GetClassInfo().GetField(variableName)

		If (f = Null) Then
			_SetAllProperties(variableName, value, recurse)
			Return
		End If

		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).SetAll(variableName, value, recurse)
				Else
					f.SetValue(basic, value)
				End If
			End If
			i+=1
		Wend
	End Method

	Method CallAll:Void(functionName:String, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local m:MethodInfo = basic.GetClassInfo().GetMethod(functionName,[])
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).CallAll(functionName, recurse)
				Else
					m.Invoke(basic,[])
				End If
			End If
			i+=1
		Wend
	End Method

	Method GetFirstAvailable:FlxBasic(objectClass:ClassInfo = null)
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.exists And
					(objectClass = Null Or basic.GetClassInfo().ExtendsClass(objectClass))) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstNull:Int()
		Local i:Int = 0

		While(i < _length)
			If (_members[i] = Null) Return i
			i+=1
		Wend

		Return -1
	End Method

	Method GetFirstNotNull:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstExtant:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstAlive:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.alive) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstDead:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.alive) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method CountLiving:Int()
		Local count:Int = -1
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (count < 0) count = 0
				If (basic.exists And basic.alive) count+=1
			End If
			i+=1
		Wend

		Return count
	End Method

	Method CountDead:Int()
		Local count:Int = -1
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (count < 0) count = 0
				If (Not basic.alive) count+=1
			End If
			i+=1
		Wend

		Return count
	End Method

	Method GetRandom:FlxBasic(startIndex:Int = 0, length:Int = 0)
		If (length = 0) length = _length
		Return FlxArray<FlxBasic>.GetSafeRandom(_members, startIndex, length)
	End Method

	Method Clear:Void()
		_length = 0
	End Method

	Method ReviveAll:Void()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.exists) basic.Revive()
			i+=1
		Wend

		Super.Revive()
	End Method

	Method Kill:Void()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists) basic.Kill()
			i+=1
		Wend

		Super.Kill()
	End Method

	Method ObjectEnumerator:Enumerator()
		Return New Enumerator(Self)
	End

Private
	Method _IndexOf:Int(object:FlxBasic)
		Local i:Int = 0

		While(i < _length)
			If (_members[i] = object) Return i
			i+=1
		Wend

		Return -1
	End Method

	Method _QSortBool:Void(left:Int, right:Int)
		If (right > left) Then
			Local pivot:Int = left + (right-left)/2
			Local newPivot:Int = _DoSortBool(left, right, pivot)

			_QSortBool(left, newPivot - 1)
			_QSortBool(newPivot + 1, right)
		End If
	End Method

	Method _DoSortBool:Int(left:Int, right:Int, pivot:Int)
		Local basic:FlxBasic = _members[pivot]

		_members[pivot] = _members[right]
		_members[right] = basic

		Local store:Int = left
		Local basicToCompare:FlxBasic
		Local i:Int = left

		While (i < right)
			basicToCompare = _members[i]

			If (_sortDescending) Then
				If (Int(UnboxBool(_sortIndex.GetValue(basicToCompare))) - Int(UnboxBool(_sortIndex.GetValue(basic))) >= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			Else
				If (Int(UnboxBool(_sortIndex.GetValue(basicToCompare))) - Int(UnboxBool(_sortIndex.GetValue(basic))) <= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			End If

			i+=1
		Wend

		basic = _members[store]
		_members[store] = _members[right]
		_members[right] = basic
		Return store
	End Method

	Method _QSortInt:Void(left:Int, right:Int)
		If (right > left) Then
			Local pivot:Int = left + (right-left)/2
			Local newPivot:Int = _DoSortInt(left, right, pivot)

			_QSortInt(left, newPivot - 1)
			_QSortInt(newPivot + 1, right)
		End If
	End Method

	Method _DoSortInt:Int(left:Int, right:Int, pivot:Int)
		Local basic:FlxBasic = _members[pivot]

		_members[pivot] = _members[right]
		_members[right] = basic

		Local store:Int = left
		Local basicToCompare:FlxBasic
		Local i:Int = left

		While (i < right)
			basicToCompare = _members[i]

			If (_sortDescending) Then
				If (UnboxInt(_sortIndex.GetValue(basicToCompare)) >= UnboxInt(_sortIndex.GetValue(basic))) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			Else
				If (UnboxInt(_sortIndex.GetValue(basicToCompare)) <= UnboxInt(_sortIndex.GetValue(basic))) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			End If

			i+=1
		Wend

		basic = _members[store]
		_members[store] = _members[right]
		_members[right] = basic
		Return store
	End Method

	Method _QSortFloat:Void(left:Int, right:Int)
		If (right > left) Then
			Local pivot:Int = left + (right-left)/2
			Local newPivot:Int = _DoSortFloat(left, right, pivot)

			_QSortFloat(left, newPivot - 1)
			_QSortFloat(newPivot + 1, right)
		End If
	End Method

	Method _DoSortFloat:Int(left:Int, right:Int, pivot:Int)
		Local basic:FlxBasic = _members[pivot]

		_members[pivot] = _members[right]
		_members[right] = basic

		Local store:Int = left
		Local basicToCompare:FlxBasic
		Local i:Int = left

		While (i < right)
			basicToCompare = _members[i]

			If (_sortDescending) Then
				If (UnboxFloat(_sortIndex.GetValue(basicToCompare)) >= UnboxFloat(_sortIndex.GetValue(basic))) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			Else
				If (UnboxFloat(_sortIndex.GetValue(basicToCompare)) <= UnboxFloat(_sortIndex.GetValue(basic))) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			End If

			i+=1
		Wend

		basic = _members[store]
		_members[store] = _members[right]
		_members[right] = basic
		Return store
	End Method

	Method _QSortString:Void(left:Int, right:Int)
		If (right > left) Then
			Local pivot:Int = left + (right-left)/2
			Local newPivot:Int = _DoSortString(left, right, pivot)

			_QSortString(left, newPivot - 1)
			_QSortString(newPivot + 1, right)
		End If
	End Method

	Method _DoSortString:Int(left:Int, right:Int, pivot:Int)
		Local basic:FlxBasic = _members[pivot]

		_members[pivot] = _members[right]
		_members[right] = basic

		Local store:Int = left
		Local basicToCompare:FlxBasic
		Local i:Int = left

		While (i < right)
			basicToCompare = _members[i]

			If (_sortDescending) Then
				If (UnboxString(_sortIndex.GetValue(basicToCompare)).Compare(UnboxString(_sortIndex.GetValue(basic))) >= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			Else
				If (UnboxString(_sortIndex.GetValue(basicToCompare)).Compare(UnboxString(_sortIndex.GetValue(basic))) <= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			End If

			i+=1
		Wend

		basic = _members[store]
		_members[store] = _members[right]
		_members[right] = basic
		Return store
	End Method

	Method _QSortObject:Void(left:Int, right:Int)
		If (right > left) Then
			Local pivot:Int = left + (right-left)/2
			Local newPivot:Int = _DoSortObject(left, right, pivot)

			_QSortObject(left, newPivot - 1)
			_QSortObject(newPivot + 1, right)
		End If
	End Method

	Method _DoSortObject:Int(left:Int, right:Int, pivot:Int)
		Local basic:FlxBasic = _members[pivot]

		_members[pivot] = _members[right]
		_members[right] = basic

		Local store:Int = left
		Local basicToCompare:FlxBasic
		Local i:Int = left

		While (i < right)
			basicToCompare = _members[i]

			If (_sortDescending) Then
				If (UnboxInt(_sortMethod.Invoke(_sortIndex.GetValue(basicToCompare),[_sortIndex.GetValue(basic)])) >= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			Else
				If (UnboxInt(_sortMethod.Invoke(_sortIndex.GetValue(basicToCompare),[_sortIndex.GetValue(basic)])) <= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			End If

			i+=1
		Wend

		basic = _members[store]
		_members[store] = _members[right]
		_members[right] = basic
		Return store
	End Method

	Method _SetAllProperties:Void(variableName:String, value:Object, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local prop:MethodInfo

		prop = basic.GetClassInfo().GetMethod(variableName,[MonkeyGetClass(value)])
		If (prop = Null) Return

		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).SetAll(variableName, value, recurse)
				Else
					prop.Invoke(basic,[value])
				End If
			End If
			i+=1
		Wend
	End Method

End Class

Class Enumerator

	Method New(group:FlxGroup)
		_group = group
	End

	Method HasNext:Bool()
		Return _index < _group.Length
	End

	Method NextObject:FlxBasic()
		_index+=1
		Return _group.Members[_index-1]
	End

Private

	Field _group:FlxGroup
	Field _index:Int

End

#Rem
footer:Flixel is an open source game-making library that is completely free for personal or commercial use.
[quote]Copyright: Flixel - 2009-2011 Adam 'Atomic' Saltsman
Copyright: Monkey port - 2011 Arthur 'devolonter' Bikmullin

Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.

NOTE FROM THE AUTHOR: As far as I know, you only have to include
this license if you are redistributing source code that includes
the Flixel library.  There is no need (or way, afaik) to include
it in your compiled flash games and apps![/quote]
#End

#rem
	header:This module contains the FlxGroup class
#end
Strict

Import reflection

Import flxextern
Import flxbasic
Import flxobject
Import system.flxarray

Alias MonkeyGetClass = reflection.GetClass

#Rem
summary:This is an organizational class that can update and render a bunch of FlxBasics.
[i][b]NOTE:[/b] Although FlxGroup extends [a flxbasic.monkey.html]FlxBasic[/a], it will not automatically add itself to the global collisions quad tree, it will only add its members.[/i]
#End
Class FlxGroup Extends FlxBasic

	Global ClassObject:Object

	#Rem
	summary:See detail.
	Use with [a #Sort]Sort()[/a] to sort in ascending order.
	#End
	Const ASCENDING:Bool = False

	#Rem
	summary:See detail.
	Use with [a #Sort]Sort()[/a] to sort in descending order.
	#End
	Const DESCENDING:Bool = True

Private
	Field _maxSize:Int

	Field _marker:Int

	Field _length:Int

	Field _members:FlxBasic[]

	Field _sortIndex:FieldInfo

	Field _sortDescending:Bool

Public
	#Rem
	summary:Constructor
	Params:
	[list]
	[*]maxSize:Int - the maximum capacity of this group.
	[/list]
	#End
	Method New(maxSize:Int = 0)
		Super.New()
		_maxSize = maxSize
		_marker = 0
		_length = 0
		_cameras = Null
	End Method

	#Rem
	summary:The number of entries in the members array.
	For performance and safety you should check this variable instead of members.length unless you really know what you're doing!
	#End
	Method Length:Int() Property
		Return _length
	End Method

	#Rem
	summary:See detail.
	Array of all the [a flxbasic.monkey.html]FlxBasic[/a]s that exist in this group.
	#End
	Method Members:FlxBasic[]() Property
		Return _members
	End Method

	#Rem
	summary:Override this function to handle any deleting or "shutdown" type operations you might need,such as removing traditional Monkey/Mojo children like Images objects.
	#End
	Method Destroy:Void()
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) basic.Destroy()
			i+=1
		Wend

		_length = 0
		_members = _members.Resize(_length)
		_cameras = Null

		Super.Destroy()
	End Method

	#Rem
	summary:Just making sure we don't increment the active objects count.
	#End
	Method PreUpdate:Void()

	End Method

	#Rem
	summary:Automatically goes through and calls update on everything you added.
	#End
	Method Update:Void()
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.active) Then
				basic.PreUpdate()
				basic.Update()
				If (basic.HasTween) basic.UpdateTweens()
				basic.PostUpdate()
			End If
			i+=1
		Wend

		If (HasTween) UpdateTweens()
	End Method

	#Rem
	summary:Automatically goes through and calls render on everything you added.
	#End
	Method Draw:Void()
		If (_cameras <> Null And Not _cameras.Contains(FlxG._CurrentCamera.ID)) Return

		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.visible) basic.Draw()
			i+=1
		Wend
	End Method

	#Rem
	summary:The maximum capacity of this group.  Default is 0, meaning no max capacity, and the group can just grow.
	#End
	Method MaxSize:Int() Property
		Return _maxSize
	End Method

	Method MaxSize:Void(size:Int) Property
		_maxSize = size

		If (_marker >= _maxSize) _marker = 0
		If (_maxSize = 0 Or _maxSize >= _length) Return

		Local basic:FlxBasic
		Local i:Int = _maxSize
		Local l:Int = _length

		While(i < l)
			basic = _members[i]
			If (basic <> Null) basic.Destroy()
			i+=1
		Wend

		_members = _members.Resize(_maxSize)
		_length = _maxSize
	End Method

	#Rem
	summary:See details.
	Adds a new [a flxbasic.monkey.html]FlxBasic[/a] subclass ([a flxbasic.monkey.html]FlxBasic[/a], [a flxsprite.monkey.html]FlxSprite[/a], Enemy, etc) to the group. FlxGroup will try to replace a null member of the array first. Failing that, FlxGroup will add it to the end of the member array, assuming there is room for it, and doubling the size of the array if necessary.

	[b]WARNING[/b]: If the group has a maxSize that has already been met, the object will NOT be added to the group!

	Params:
	[list]
	[*][a flxbasic.monkey.html]object:FlxBasic[/a] - the object you want to add to the group.
	[/list]
	Return the same [a flxbasic.monkey.html]FlxBasic[/a] object that was passed in.
	#End
	Method Add:FlxBasic(object:FlxBasic)
		If (_IndexOf(object) >= 0) Return object

		Local i:Int = 0

		While (i < _length)
			If (_members[i] = Null) Then
				_members[i] = object
				If (i >= _length) _length = i+1
				Return object
			End If
			i+=1
		Wend

		If (_maxSize > 0) Then
			If (_length = _members.Length()) Then
				If (_length >= _maxSize) Then
					Return object
				ElseIf (_length*2 + 10 <= _maxSize)
					_members = _members.Resize(_length*2 + 10)
				Else
					_members = _members.Resize(_maxSize)
				End If
			End if
		Else
			If (_length = _members.Length()) Then
				_members = _members.Resize(_length*2 + 10)
			End If
		End If

		_members[i] = object
		_length+=1

		Return object
	End Method

	#Rem
	summary:Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
	If you specified a maximum size for this group (like in [a flxemitter.monkey.html]FlxEmitter[/a],then recycle will employ what we're calling "rotating" recycling. Recycle() will first check to see if the group is at capacity yet. If group is not yet at capacity, Recycle() returns a new object. If the group IS at capacity, then Recycle() just returns the next object in line

	If you did NOT specify a maximum size for this group, then Recycle() will employ what we're calling "grow-style" recycling. Recycle() will return either the first object with exists = false, or, finding none, add a new object to the array, doubling the size of the array if necessary.

	[b]WARNING:[/b] If this function needs to create a new object, and no object class was provided, it will return null instead of a valid object!

	Params:
	[list]
	[*]objectClass:FlxClass - the type objectClass implements FlxClass you want to recycle (e.g. FlxSpriteClass, EvilRobotClass, etc). Do NOT "new" the class in the parameter!
	[/list]
	Return a reference to the object that was created. Don't forget to cast it back to the objectClass you want (e.g. myObject = myObjectClass(myGroup.recycle(myObjectClassClass))).
	#End
	Method Recycle:FlxBasic(objectClass:ClassInfo = null)
		If (_maxSize > 0) Then
			If (_length < _maxSize) Then
				If (objectClass = Null) Return Null
				Return Add(FlxBasic(objectClass.NewInstance()))
			Else
				Local basic:FlxBasic = _members[_marker]
				_marker+=1
				If (_marker >= _maxSize) _marker = 0
				Return basic
			End If
		Else
			Local basic:FlxBasic = GetFirstAvailable(objectClass)
			If (basic <> Null) Return basic
			If (objectClass = Null) Return Null
			Return Add(FlxBasic(objectClass.NewInstance()))
		End If
	End Method

	#Rem
	summary:Removes an object from the group.
	Params:
	[list]
	[*][a flxbasic.monkey.html]object:FlxBasic[/a] - The [a flxbasic.monkey.html]FlxBasic[/a] you want to remove.
	[*]splice:Bool - whether the object should be cut from the array entirely or not.
	[/list]
	Return the removed object.
	#End
	Method Remove:FlxBasic(object:FlxBasic, splice:Bool = False)
		Local index:Int = _IndexOf(object)

		If (index < 0) Return Null

		If (splice) Then
			Local i:Int = index
			Local l:Int = _length

			While(i < _length - 1)
				_members[i] = _members[i+1]
				i+=1
			Wend

			_length-=1
		Else
			_members[index] = Null
		End If

		Return object
	End Method

	#Rem
	summary:Replaces an existing [a flxbasic.monkey.html]FlxBasic[/a] with a new one.
	Params:
	[list]
	[*][a flxbasic.monkey.html]oldObject:FlxBasic[/a] - the object you want to replace.
	[*][a flxbasic.monkey.html]newObject:FlxBasic[/a] - the new object you want to use instead.
	[/list]
	Return the new object.
	#End
	Method Replace:FlxBasic(oldObject:FlxBasic, newObject:FlxBasic)
		Local index:Int  = _IndexOf(oldObject)
		If (index < 0) Return Null

		_members[index] = newObject
		Return newObject
	End Method

	#Rem
	summary:Call this function to sort the group according to a particular value and order.
	For example, to sort game objects for Zelda-style overlaps you might call myGroup.Sort(FlxObject.YComparator, FlxGroup.ASCENDING) at the bottom of your [a flxstate.monkey.html]FlxState.Update()[/a] override. To sort all existing objects after a big explosion or bomb attack, you might call myGroup.Sort(FlxBasic.ExistsComparator, FlxGroup.DESCENDING)
	Params:
	[list]
	[*]comparator:FlxBasicComparator - The FlxBasicComparator you want to sort on. Default value is FlxObject.YComparator.
	[*]order:Bool - A FlxGroup constant that defines the sort order. Possible values are ASCENDING and DESCENDING. Default value is ASCENDING.
	[/list]
	Return the new object.
	#End
	Method Sort:Void(index:String = "y", order:Bool = ASCENDING)
		_sortIndex = GetFirstNotNull().GetClassInfo().GetField(index)
		_sortDescending = order

		Select _sortIndex.Type.Name

			Case FloatClass().Name
				_QSortFloat(0, _length - 1)

			Case IntClass().Name
				_QSortInt(0, _length - 1)

			Case BoolClass().Name
				_QSortBool(0, _length - 1)

			Case StringClass().Name
				_QSortString(0, _length - 1)

			Default
				_QSortString(0, _length - 1)

		End Select
	End Method

	Method SetAll:Void(variableName:String, value:Object, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local f:FieldInfo = basic.GetClassInfo().GetField(variableName)

		If (f = Null) Then
			_SetAllProperties(variableName, value, recurse)
			Return
		End If

		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).SetAll(variableName, value, recurse)
				Else
					f.SetValue(basic, value)
				End If
			End If
			i+=1
		Wend
	End Method

	Method CallAll:Void(functionName:String, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local m:MethodInfo = basic.GetClassInfo().GetMethod(functionName,[])
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).CallAll(functionName, recurse)
				Else
					m.Invoke(basic,[])
				End If
			End If
			i+=1
		Wend
	End Method

	Method GetFirstAvailable:FlxBasic(objectClass:ClassInfo = null)
		Local basic:FlxBasic
		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.exists And
					(objectClass = Null Or basic.GetClassInfo().ExtendsClass(objectClass))) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstNull:Int()
		Local i:Int = 0

		While(i < _length)
			If (_members[i] = Null) Return i
			i+=1
		Wend

		Return -1
	End Method

	Method GetFirstNotNull:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstExtant:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstAlive:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists And basic.alive) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method GetFirstDead:FlxBasic()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.alive) Return basic
			i+=1
		Wend

		Return Null
	End Method

	Method CountLiving:Int()
		Local count:Int = -1
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (count < 0) count = 0
				If (basic.exists And basic.alive) count+=1
			End If
			i+=1
		Wend

		Return count
	End Method

	Method CountDead:Int()
		Local count:Int = -1
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (count < 0) count = 0
				If (Not basic.alive) count+=1
			End If
			i+=1
		Wend

		Return count
	End Method

	Method GetRandom:FlxBasic(startIndex:Int = 0, length:Int = 0)
		If (length = 0) length = _length
		Return FlxArray<FlxBasic>.GetSafeRandom(_members, startIndex, length)
	End Method

	Method Clear:Void()
		_length = 0
	End Method

	Method ReviveAll:Void()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And Not basic.exists) basic.Revive()
			i+=1
		Wend

		Super.Revive()
	End Method

	Method Kill:Void()
		Local i:Int = 0
		Local basic:FlxBasic

		While(i < _length)
			basic = _members[i]
			If (basic <> Null And basic.exists) basic.Kill()
			i+=1
		Wend

		Super.Kill()
	End Method

	Method ObjectEnumerator:Enumerator()
		Return New Enumerator(Self)
	End

Private
	Method _IndexOf:Int(object:FlxBasic)
		Local i:Int = 0

		While(i < _length)
			If (_members[i] = object) Return i
			i+=1
		Wend

		Return -1
	End Method

	Method _QSortBool:Void(left:Int, right:Int)
		If (right > left) Then
			Local pivot:Int = left + (right-left)/2
			Local newPivot:Int = _DoSortBool(left, right, pivot)

			_QSortBool(left, newPivot - 1)
			_QSortBool(newPivot + 1, right)
		End If
	End Method

	Method _DoSortBool:Int(left:Int, right:Int, pivot:Int)
		Local basic:FlxBasic = _members[pivot]

		_members[pivot] = _members[right]
		_members[right] = basic

		Local store:Int = left
		Local basicToCompare:FlxBasic
		Local i:Int = left

		While (i < right)
			basicToCompare = _members[i]

			If (_sortDescending) Then
				If (Int(UnboxBool(_sortIndex.GetValue(basicToCompare))) - Int(UnboxBool(_sortIndex.GetValue(basic))) >= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			Else
				If (Int(UnboxBool(_sortIndex.GetValue(basicToCompare))) - Int(UnboxBool(_sortIndex.GetValue(basic))) <= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			End If

			i+=1
		Wend

		basic = _members[store]
		_members[store] = _members[right]
		_members[right] = basic
		Return store
	End Method

	Method _QSortInt:Void(left:Int, right:Int)
		If (right > left) Then
			Local pivot:Int = left + (right-left)/2
			Local newPivot:Int = _DoSortInt(left, right, pivot)

			_QSortInt(left, newPivot - 1)
			_QSortInt(newPivot + 1, right)
		End If
	End Method

	Method _DoSortInt:Int(left:Int, right:Int, pivot:Int)
		Local basic:FlxBasic = _members[pivot]

		_members[pivot] = _members[right]
		_members[right] = basic

		Local store:Int = left
		Local basicToCompare:FlxBasic
		Local i:Int = left

		While (i < right)
			basicToCompare = _members[i]

			If (_sortDescending) Then
				If (UnboxInt(_sortIndex.GetValue(basicToCompare)) >= UnboxInt(_sortIndex.GetValue(basic))) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			Else
				If (UnboxInt(_sortIndex.GetValue(basicToCompare)) <= UnboxInt(_sortIndex.GetValue(basic))) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			End If

			i+=1
		Wend

		basic = _members[store]
		_members[store] = _members[right]
		_members[right] = basic
		Return store
	End Method

	Method _QSortFloat:Void(left:Int, right:Int)
		If (right > left) Then
			Local pivot:Int = left + (right-left)/2
			Local newPivot:Int = _DoSortFloat(left, right, pivot)

			_QSortFloat(left, newPivot - 1)
			_QSortFloat(newPivot + 1, right)
		End If
	End Method

	Method _DoSortFloat:Int(left:Int, right:Int, pivot:Int)
		Local basic:FlxBasic = _members[pivot]

		_members[pivot] = _members[right]
		_members[right] = basic

		Local store:Int = left
		Local basicToCompare:FlxBasic
		Local i:Int = left

		While (i < right)
			basicToCompare = _members[i]

			If (_sortDescending) Then
				If (UnboxFloat(_sortIndex.GetValue(basicToCompare)) >= UnboxFloat(_sortIndex.GetValue(basic))) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			Else
				If (UnboxFloat(_sortIndex.GetValue(basicToCompare)) <= UnboxFloat(_sortIndex.GetValue(basic))) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			End If

			i+=1
		Wend

		basic = _members[store]
		_members[store] = _members[right]
		_members[right] = basic
		Return store
	End Method

	Method _QSortString:Void(left:Int, right:Int)
		If (right > left) Then
			Local pivot:Int = left + (right-left)/2
			Local newPivot:Int = _DoSortString(left, right, pivot)

			_QSortString(left, newPivot - 1)
			_QSortString(newPivot + 1, right)
		End If
	End Method

	Method _DoSortString:Int(left:Int, right:Int, pivot:Int)
		Local basic:FlxBasic = _members[pivot]

		_members[pivot] = _members[right]
		_members[right] = basic

		Local store:Int = left
		Local basicToCompare:FlxBasic
		Local i:Int = left

		While (i < right)
			basicToCompare = _members[i]

			If (_sortDescending) Then
				If (UnboxString(_sortIndex.GetValue(basicToCompare)).Compare(UnboxString(_sortIndex.GetValue(basic))) >= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			Else
				If (UnboxString(_sortIndex.GetValue(basicToCompare)).Compare(UnboxString(_sortIndex.GetValue(basic))) <= 0) Then
					_members[i] = _members[store]
					_members[store] = basicToCompare
					store+=1
				End If
			End If

			i+=1
		Wend

		basic = _members[store]
		_members[store] = _members[right]
		_members[right] = basic
		Return store
	End Method

	Method _SetAllProperties:Void(variableName:String, value:Object, recurse:Bool = True)
		Local basic:FlxBasic = GetFirstNotNull()
		If (basic = Null) Return

		Local prop:MethodInfo

		prop = basic.GetClassInfo().GetMethod(variableName,[MonkeyGetClass(value)])
		If (prop = Null) Return

		Local i:Int = 0

		While(i < _length)
			basic = _members[i]
			If (basic <> Null) Then
				If (recurse And FlxGroup(basic) <> Null) Then
					FlxGroup(basic).SetAll(variableName, value, recurse)
				Else
					prop.Invoke(basic,[value])
				End If
			End If
			i+=1
		Wend
	End Method

End Class

Class Enumerator

	Method New(group:FlxGroup)
		_group = group
	End

	Method HasNext:Bool()
		Return _index < _group.Length
	End

	Method NextObject:FlxBasic()
		_index+=1
		Return _group.Members[_index-1]
	End

Private

	Field _group:FlxGroup
	Field _index:Int

End

#Rem
footer:Flixel is an open source game-making library that is completely free for personal or commercial use.
[quote]Copyright: Flixel - 2009-2011 Adam 'Atomic' Saltsman
Copyright: Monkey port - 2011 Arthur 'devolonter' Bikmullin

Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.

NOTE FROM THE AUTHOR: As far as I know, you only have to include
this license if you are redistributing source code that includes
the Flixel library.  There is no need (or way, afaik) to include
it in your compiled flash games and apps![/quote]
#End