phaser/docs/Tile.js.html

1360 lines
38 KiB
HTML
Raw Normal View History

2013-11-28 15:57:09 +00:00
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: physics/ninja/Tile.js</title>
2013-11-28 15:57:09 +00:00
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
2014-04-10 22:13:43 +00:00
<li class="class-depth-0">
2013-11-28 15:57:09 +00:00
<a href="Phaser.html">Phaser</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Animation.html">Animation</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
2014-04-29 14:39:02 +00:00
<li class="class-depth-1">
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Button.html">Button</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Cache.html">Cache</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Camera.html">Camera</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Canvas.html">Canvas</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Circle.html">Circle</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Color.html">Color</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Device.html">Device</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.html">Easing</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.Back.html">Back</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Events.html">Events</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Filter.html">Filter</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Frame.html">Frame</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.FrameData.html">FrameData</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Game.html">Game</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2014-02-05 06:29:17 +00:00
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2014-02-05 06:29:17 +00:00
<a href="Phaser.GamepadButton.html">GamepadButton</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Graphics.html">Graphics</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Group.html">Group</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.Image.html">Image</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Input.html">Input</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Key.html">Key</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2014-02-05 06:29:17 +00:00
<a href="Phaser.Line.html">Line</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Loader.html">Loader</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Math.html">Math</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Mouse.html">Mouse</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Net.html">Net</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.Particle.html">Particle</a>
</li>
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Particles.html">Particles</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Physics.html">Physics</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
<a href="Phaser.Physics.P2.html">P2</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Plugin.html">Plugin</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Point.html">Point</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Pointer.html">Pointer</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Polygon.html">Polygon</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Signal.html">Signal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SignalBinding.html">SignalBinding</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2014-02-05 06:29:17 +00:00
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Sound.html">Sound</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Sprite.html">Sprite</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Stage.html">Stage</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.State.html">State</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.StateManager.html">StateManager</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Text.html">Text</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Tile.html">Tile</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Tileset.html">Tileset</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Time.html">Time</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Timer.html">Timer</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2014-02-05 06:29:17 +00:00
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Touch.html">Touch</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Tween.html">Tween</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Utils.html">Utils</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-2">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.World.html">World</a>
</li>
</ul>
</li>
2014-05-20 09:12:48 +00:00
2013-11-28 15:57:09 +00:00
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: physics/ninja/Tile.js</h1>
2013-11-28 15:57:09 +00:00
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/* jshint camelcase: false */
/**
2013-11-28 15:57:09 +00:00
* @author Richard Davey &lt;rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
2013-11-28 15:57:09 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Ninja Physics Tile constructor.
* A Tile is defined by its width, height and type. It's type can include slope data, such as 45 degree slopes, or convex slopes.
* Understand that for any type including a slope (types 2 to 29) the Tile must be SQUARE, i.e. have an equal width and height.
* Also note that as Tiles are primarily used for levels they have gravity disabled and world bounds collision disabled by default.
*
* Note: This class could be massively optimised and reduced in size. I leave that challenge up to you.
2013-11-28 15:57:09 +00:00
*
* @class Phaser.Physics.Ninja.Tile
* @classdesc The Ninja Physics Tile class. Based on code by Metanet Software.
2013-11-28 15:57:09 +00:00
* @constructor
* @param {Phaser.Physics.Ninja.Body} body - The body that owns this shape.
* @param {number} x - The x coordinate to create this shape at.
* @param {number} y - The y coordinate to create this shape at.
* @param {number} width - The width of this AABB.
* @param {number} height - The height of this AABB.
* @param {number} [type=1] - The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile.
2013-11-28 15:57:09 +00:00
*/
Phaser.Physics.Ninja.Tile = function (body, x, y, width, height, type) {
if (typeof type === 'undefined') { type = Phaser.Physics.Ninja.Tile.EMPTY; }
2013-11-28 15:57:09 +00:00
/**
* @property {Phaser.Physics.Ninja.Body} system - A reference to the body that owns this shape.
2013-11-28 15:57:09 +00:00
*/
this.body = body;
2014-02-05 06:29:17 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {Phaser.Physics.Ninja} system - A reference to the physics system.
2013-11-28 15:57:09 +00:00
*/
this.system = body.system;
2014-02-05 06:29:17 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {number} id - The ID of this Tile.
* @readonly
2013-11-28 15:57:09 +00:00
*/
this.id = type;
2013-11-28 15:57:09 +00:00
/**
* @property {number} type - The type of this Tile.
* @readonly
2013-11-28 15:57:09 +00:00
*/
this.type = Phaser.Physics.Ninja.Tile.TYPE_EMPTY;
2014-02-05 06:29:17 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {Phaser.Point} pos - The position of this object.
2013-11-28 15:57:09 +00:00
*/
this.pos = new Phaser.Point(x, y);
2013-11-28 15:57:09 +00:00
2014-02-05 06:29:17 +00:00
/**
* @property {Phaser.Point} oldpos - The position of this object in the previous update.
2014-02-05 06:29:17 +00:00
*/
this.oldpos = new Phaser.Point(x, y);
2013-11-28 15:57:09 +00:00
if (this.id > 1 && this.id &lt; 30)
{
// Tile Types 2 to 29 require square tile dimensions, so use the width as the base
height = width;
}
2014-02-05 06:29:17 +00:00
/**
* @property {number} xw - Half the width.
* @readonly
2014-02-05 06:29:17 +00:00
*/
this.xw = Math.abs(width / 2);
2014-02-05 06:29:17 +00:00
/**
* @property {number} xw - Half the height.
* @readonly
2014-02-05 06:29:17 +00:00
*/
this.yw = Math.abs(height / 2);
2014-02-05 06:29:17 +00:00
/**
* @property {number} width - The width.
* @readonly
2013-11-28 15:57:09 +00:00
*/
this.width = width;
2014-02-05 06:29:17 +00:00
/**
* @property {number} height - The height.
* @readonly
2014-02-05 06:29:17 +00:00
*/
this.height = height;
2013-11-28 15:57:09 +00:00
/**
* @property {Phaser.Point} velocity - The velocity of this object.
2013-11-28 15:57:09 +00:00
*/
this.velocity = new Phaser.Point();
2013-11-28 15:57:09 +00:00
/**
* @property {number} signx - Internal var.
* @private
2013-11-28 15:57:09 +00:00
*/
this.signx = 0;
2013-11-28 15:57:09 +00:00
/**
* @property {number} signy - Internal var.
* @private
2013-11-28 15:57:09 +00:00
*/
this.signy = 0;
2013-11-28 15:57:09 +00:00
/**
* @property {number} sx - Internal var.
* @private
2013-11-28 15:57:09 +00:00
*/
this.sx = 0;
2013-11-28 15:57:09 +00:00
/**
* @property {number} sy - Internal var.
* @private
2013-11-28 15:57:09 +00:00
*/
this.sy = 0;
2013-11-28 15:57:09 +00:00
// By default Tiles disable gravity and world bounds collision
this.body.gravityScale = 0;
this.body.collideWorldBounds = false;
2013-11-28 15:57:09 +00:00
if (this.id > 0)
{
this.setType(this.id);
}
2013-11-28 15:57:09 +00:00
};
Phaser.Physics.Ninja.Tile.prototype.constructor = Phaser.Physics.Ninja.Tile;
Phaser.Physics.Ninja.Tile.prototype = {
2013-11-28 15:57:09 +00:00
/**
* Updates this objects position.
*
* @method Phaser.Physics.Ninja.Tile#integrate
2013-11-28 15:57:09 +00:00
*/
integrate: function () {
var px = this.pos.x;
var py = this.pos.y;
2013-11-28 15:57:09 +00:00
this.pos.x += (this.body.drag * this.pos.x) - (this.body.drag * this.oldpos.x);
this.pos.y += (this.body.drag * this.pos.y) - (this.body.drag * this.oldpos.y) + (this.system.gravity * this.body.gravityScale);
this.velocity.set(this.pos.x - px, this.pos.y - py);
this.oldpos.set(px, py);
2013-11-28 15:57:09 +00:00
},
/**
* Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body.
*
* @method Phaser.Physics.Ninja.Tile#collideWorldBounds
2013-11-28 15:57:09 +00:00
*/
collideWorldBounds: function () {
var dx = this.system.bounds.x - (this.pos.x - this.xw);
if (0 &lt; dx)
{
this.reportCollisionVsWorld(dx, 0, 1, 0, null);
}
else
{
2014-03-24 12:41:45 +00:00
dx = (this.pos.x + this.xw) - this.system.bounds.right;
if (0 &lt; dx)
{
this.reportCollisionVsWorld(-dx, 0, -1, 0, null);
}
}
var dy = this.system.bounds.y - (this.pos.y - this.yw);
if (0 &lt; dy)
{
this.reportCollisionVsWorld(0, dy, 0, 1, null);
}
else
{
2014-03-24 12:41:45 +00:00
dy = (this.pos.y + this.yw) - this.system.bounds.bottom;
if (0 &lt; dy)
{
this.reportCollisionVsWorld(0, -dy, 0, -1, null);
}
}
2013-11-28 15:57:09 +00:00
},
/**
* Process a world collision and apply the resulting forces.
*
* @method Phaser.Physics.Ninja.Tile#reportCollisionVsWorld
* @param {number} px - The tangent velocity
* @param {number} py - The tangent velocity
* @param {number} dx - Collision normal
* @param {number} dy - Collision normal
* @param {number} obj - Object this Tile collided with
2013-11-28 15:57:09 +00:00
*/
reportCollisionVsWorld: function (px, py, dx, dy) {
var p = this.pos;
var o = this.oldpos;
// Calc velocity
var vx = p.x - o.x;
var vy = p.y - o.y;
// Find component of velocity parallel to collision normal
var dp = (vx * dx + vy * dy);
var nx = dp * dx; //project velocity onto collision normal
var ny = dp * dy; //nx,ny is normal velocity
2013-11-28 15:57:09 +00:00
var tx = vx - nx; //px,py is tangent velocity
var ty = vy - ny;
2013-11-28 15:57:09 +00:00
// We only want to apply collision response forces if the object is travelling into, and not out of, the collision
var b, bx, by, fx, fy;
if (dp &lt; 0)
2013-11-28 15:57:09 +00:00
{
fx = tx * this.body.friction;
fy = ty * this.body.friction;
b = 1 + this.body.bounce;
bx = (nx * b);
by = (ny * b);
if (dx === 1)
{
this.body.touching.left = true;
}
else if (dx === -1)
{
this.body.touching.right = true;
}
if (dy === 1)
{
this.body.touching.up = true;
}
else if (dy === -1)
{
this.body.touching.down = true;
}
2013-11-28 15:57:09 +00:00
}
else
{
// Moving out of collision, do not apply forces
bx = by = fx = fy = 0;
2013-11-28 15:57:09 +00:00
}
// Project object out of collision
p.x += px;
p.y += py;
// Apply bounce+friction impulses which alter velocity
o.x += px + bx + fx;
o.y += py + by + fy;
2013-11-28 15:57:09 +00:00
},
/**
* Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body.
*
* @method Phaser.Physics.Ninja.Tile#setType
* @param {number} id - The type of Tile this will use, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.
2013-11-28 15:57:09 +00:00
*/
setType: function (id) {
2013-11-28 15:57:09 +00:00
if (id === Phaser.Physics.Ninja.Tile.EMPTY)
{
this.clear();
}
else
{
this.id = id;
this.updateType();
}
return this;
2013-11-28 15:57:09 +00:00
2014-02-05 06:29:17 +00:00
},
/**
* Sets this tile to be empty.
*
* @method Phaser.Physics.Ninja.Tile#clear
2014-02-05 06:29:17 +00:00
*/
clear: function () {
2014-02-05 06:29:17 +00:00
this.id = Phaser.Physics.Ninja.Tile.EMPTY;
this.updateType();
2013-11-28 15:57:09 +00:00
},
2013-11-28 15:57:09 +00:00
/**
* Destroys this Tiles reference to Body and System.
*
* @method Phaser.Physics.Ninja.Tile#destroy
*/
destroy: function () {
2014-02-05 06:29:17 +00:00
this.body = null;
this.system = null;
},
/**
* This converts a tile from implicitly-defined (via id), to explicit (via properties).
* Don't call directly, instead of setType.
*
* @method Phaser.Physics.Ninja.Tile#updateType
* @private
*/
updateType: function () {
if (this.id === 0)
{
//EMPTY
this.type = Phaser.Physics.Ninja.Tile.TYPE_EMPTY;
this.signx = 0;
this.signy = 0;
this.sx = 0;
this.sy = 0;
return true;
}
//tile is non-empty; collide
if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_45DEG)
{
//FULL
this.type = Phaser.Physics.Ninja.Tile.TYPE_FULL;
this.signx = 0;
this.signy = 0;
this.sx = 0;
this.sy = 0;
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_CONCAVE)
{
// 45deg
this.type = Phaser.Physics.Ninja.Tile.TYPE_45DEG;
if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn)
{
this.signx = 1;
this.signy = -1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_45DEGnn)
{
this.signx = -1;
this.signy = -1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_45DEGnp)
{
this.signx = -1;
this.signy = 1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_45DEGpp)
{
this.signx = 1;
this.signy = 1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_CONVEX)
{
// Concave
this.type = Phaser.Physics.Ninja.Tile.TYPE_CONCAVE;
if (this.id == Phaser.Physics.Ninja.Tile.CONCAVEpn)
{
this.signx = 1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONCAVEnn)
{
this.signx = -1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONCAVEnp)
{
this.signx = -1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONCAVEpp)
{
this.signx = 1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_22DEGs)
{
// Convex
this.type = Phaser.Physics.Ninja.Tile.TYPE_CONVEX;
if (this.id == Phaser.Physics.Ninja.Tile.CONVEXpn)
{
this.signx = 1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONVEXnn)
{
this.signx = -1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONVEXnp)
{
this.signx = -1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else if (this.id == Phaser.Physics.Ninja.Tile.CONVEXpp)
{
this.signx = 1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_22DEGb)
{
// 22deg small
this.type = Phaser.Physics.Ninja.Tile.TYPE_22DEGs;
if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnS)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnS)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpS)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGppS)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_67DEGs)
{
// 22deg big
this.type = Phaser.Physics.Ninja.Tile.TYPE_22DEGb;
if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnB)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnB)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpB)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_22DEGppB)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_67DEGb)
{
// 67deg small
this.type = Phaser.Physics.Ninja.Tile.TYPE_67DEGs;
if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnS)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnS)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpS)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGppS)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else
{
return false;
}
}
else if (this.id &lt; Phaser.Physics.Ninja.Tile.TYPE_HALF)
{
// 67deg big
this.type = Phaser.Physics.Ninja.Tile.TYPE_67DEGb;
if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnB)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnB)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpB)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.id == Phaser.Physics.Ninja.Tile.SLOPE_67DEGppB)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else
{
return false;
}
}
else
{
// Half-full tile
this.type = Phaser.Physics.Ninja.Tile.TYPE_HALF;
if (this.id == Phaser.Physics.Ninja.Tile.HALFd)
{
this.signx = 0;
this.signy = -1;
this.sx = this.signx;
this.sy = this.signy;
}
else if (this.id == Phaser.Physics.Ninja.Tile.HALFu)
{
this.signx = 0;
this.signy = 1;
this.sx = this.signx;
this.sy = this.signy;
}
else if (this.id == Phaser.Physics.Ninja.Tile.HALFl)
{
this.signx = 1;
this.signy = 0;
this.sx = this.signx;
this.sy = this.signy;
}
else if (this.id == Phaser.Physics.Ninja.Tile.HALFr)
{
this.signx = -1;
this.signy = 0;
this.sx = this.signx;
this.sy = this.signy;
}
else
{
return false;
}
}
2014-02-05 06:29:17 +00:00
}
};
2014-02-05 06:29:17 +00:00
/**
* @name Phaser.Physics.Ninja.Tile#x
* @property {number} x - The x position.
2014-02-05 06:29:17 +00:00
*/
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "x", {
2014-02-05 06:29:17 +00:00
get: function () {
return this.pos.x - this.xw;
},
set: function (value) {
this.pos.x = value;
2013-11-28 15:57:09 +00:00
}
});
/**
* @name Phaser.Physics.Ninja.Tile#y
* @property {number} y - The y position.
2013-11-28 15:57:09 +00:00
*/
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "y", {
2013-11-28 15:57:09 +00:00
get: function () {
return this.pos.y - this.yw;
},
set: function (value) {
this.pos.y = value;
2013-11-28 15:57:09 +00:00
}
2014-02-05 06:29:17 +00:00
});
/**
* @name Phaser.Physics.Ninja.Tile#bottom
* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
2014-02-05 06:29:17 +00:00
* @readonly
*/
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "bottom", {
2014-02-05 06:29:17 +00:00
get: function () {
return this.pos.y + this.yw;
2014-02-05 06:29:17 +00:00
}
});
/**
* @name Phaser.Physics.Ninja.Tile#right
* @property {number} right - The right value of this Body (same as Body.x + Body.width)
2014-02-05 06:29:17 +00:00
* @readonly
*/
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "right", {
2014-02-05 06:29:17 +00:00
get: function () {
return this.pos.x + this.xw;
2014-02-05 06:29:17 +00:00
}
2013-11-28 15:57:09 +00:00
});
Phaser.Physics.Ninja.Tile.EMPTY = 0;
Phaser.Physics.Ninja.Tile.FULL = 1;//fullAABB tile
Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn = 2;//45-degree triangle, whose normal is (+ve,-ve)
Phaser.Physics.Ninja.Tile.SLOPE_45DEGnn = 3;//(+ve,+ve)
Phaser.Physics.Ninja.Tile.SLOPE_45DEGnp = 4;//(-ve,+ve)
Phaser.Physics.Ninja.Tile.SLOPE_45DEGpp = 5;//(-ve,-ve)
Phaser.Physics.Ninja.Tile.CONCAVEpn = 6;//1/4-circle cutout
Phaser.Physics.Ninja.Tile.CONCAVEnn = 7;
Phaser.Physics.Ninja.Tile.CONCAVEnp = 8;
Phaser.Physics.Ninja.Tile.CONCAVEpp = 9;
Phaser.Physics.Ninja.Tile.CONVEXpn = 10;//1/4/circle
Phaser.Physics.Ninja.Tile.CONVEXnn = 11;
Phaser.Physics.Ninja.Tile.CONVEXnp = 12;
Phaser.Physics.Ninja.Tile.CONVEXpp = 13;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnS = 14;//22.5 degree slope
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnS = 15;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpS = 16;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGppS = 17;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnB = 18;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnB = 19;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpB = 20;
Phaser.Physics.Ninja.Tile.SLOPE_22DEGppB = 21;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnS = 22;//67.5 degree slope
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnS = 23;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpS = 24;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGppS = 25;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnB = 26;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnB = 27;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpB = 28;
Phaser.Physics.Ninja.Tile.SLOPE_67DEGppB = 29;
Phaser.Physics.Ninja.Tile.HALFd = 30;//half-full tiles
Phaser.Physics.Ninja.Tile.HALFr = 31;
Phaser.Physics.Ninja.Tile.HALFu = 32;
Phaser.Physics.Ninja.Tile.HALFl = 33;
Phaser.Physics.Ninja.Tile.TYPE_EMPTY = 0;
Phaser.Physics.Ninja.Tile.TYPE_FULL = 1;
Phaser.Physics.Ninja.Tile.TYPE_45DEG = 2;
Phaser.Physics.Ninja.Tile.TYPE_CONCAVE = 6;
Phaser.Physics.Ninja.Tile.TYPE_CONVEX = 10;
Phaser.Physics.Ninja.Tile.TYPE_22DEGs = 14;
Phaser.Physics.Ninja.Tile.TYPE_22DEGb = 18;
Phaser.Physics.Ninja.Tile.TYPE_67DEGs = 22;
Phaser.Physics.Ninja.Tile.TYPE_67DEGb = 26;
Phaser.Physics.Ninja.Tile.TYPE_HALF = 30;
2013-11-28 15:57:09 +00:00
</pre>
</article>
</section>
</div>
<div class="clearfix"></div>
<footer>
<span class="copyright">
2014-02-05 06:29:17 +00:00
Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-11-28 15:57:09 +00:00
</span>
<br />
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
2014-07-10 19:31:11 +00:00
on Thu Jul 10 2014 20:18:55 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
2013-11-28 15:57:09 +00:00
</span>
</footer>
</div>
<br clear="both">
</div>
</div>
<script src="scripts/sunlight.js"></script>
<script src="scripts/sunlight.javascript.js"></script>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
2014-04-10 22:13:43 +00:00
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
2013-11-28 15:57:09 +00:00
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>