phaser/examples/wip/misc/line intersection.js

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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17);
}
var handle1;
var handle2;
var handle3;
var handle4;
var line1;
var line2;
function create() {
game.stage.backgroundColor = '#124184';
handle1 = game.add.sprite(100, 200, 'balls', 0);
handle1.inputEnabled = true;
handle1.input.enableDrag(true);
handle2 = game.add.sprite(400, 300, 'balls', 0);
handle2.inputEnabled = true;
handle2.input.enableDrag(true);
handle3 = game.add.sprite(200, 400, 'balls', 1);
handle3.inputEnabled = true;
handle3.input.enableDrag(true);
handle4 = game.add.sprite(500, 500, 'balls', 1);
handle4.inputEnabled = true;
handle4.input.enableDrag(true);
line1 = new Phaser.Line(handle1.x, handle1.y, handle2.x, handle2.y);
line2 = new Phaser.Line(handle3.x, handle3.y, handle4.x, handle4.y);
}
/*---------------------------------------------------------------------------
Returns an Object with the following properties:
intersects -Boolean indicating if an intersection exists.
start_inside -Boolean indicating if Point A is inside of the polygon.
end_inside -Boolean indicating if Point B is inside of the polygon.
intersections -Array of intersection Points along the polygon.
centroid -A Point indicating "center of mass" of the polygon.
"pArry" is an Array of Points.
----------------------------------------------------------------------------*/
// a = point
// b = point
// pArry = polygons array
/*
function lineIntersectPoly(A, B, pArry) {
var An =1;
var Bn =1;
var C = {x: 0, y: 0};
var D = {x: 0, y: 0};
var i = {x: 0, y: 0};
var cx=0;
var cy=0;
var result = {};
var pa = pArry.slice(); //Copy to prevent growing points when connecting ends.
pa.push(pa[0]); //Create line from last Point to beginning Point
result.intersects = false;
result.intersections=[];
result.start_inside=false;
result.end_inside=false;
var n = pa.length-1;
while(n > -1){
C.x = pa[n].x;
C.y = pa[n].y;
if(n > 0){
cx+=C.x;
cy+=C.y;
D=Point(pa[n-1])||Point(pa[0]);
i=lineIntersectLine(A,B,C,D);
if(i != null){
result.intersections.push(i);
}
if(lineIntersectLine(A,new Point(C.x+D.x,A.y),C,D) != null){
An++;
}
if(lineIntersectLine(B,new Point(C.x+D.x,B.y),C,D) != null){
Bn++;
}
}
n--;
}
if(An % 2 == 0){
result.start_inside=true;
}
if(Bn % 2 == 0){
result.end_inside=true;
}
result.centroid=new Point(cx/(pa.length-1),cy/(pa.length-1));
result.intersects = result.intersections.length > 0;
return result;
}
*/
var c = 'rgb(255,255,255)';
var p = new Phaser.Point();
function update() {
line1.fromSprite(handle1, handle2, true);
line2.fromSprite(handle3, handle4, true);
p = line1.intersects(line2, true);
if (p)
{
c = 'rgb(0,255,0)';
}
else
{
c = 'rgb(255,255,255)';
}
}
function render() {
game.debug.renderLine(line1, c);
game.debug.renderLine(line2, c);
game.debug.renderLineInfo(line1, 32, 32);
game.debug.renderLineInfo(line2, 32, 100);
if (p)
{
game.context.fillStyle = 'rgb(255,0,255)';
game.context.fillRect(p.x - 2, p.y - 2, 5, 5);
}
}