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< li class = "class-depth-1" >
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< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
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< a href = "PIXI.BitmapText.html" > BitmapText< / a >
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< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
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< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
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< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< a href = "PIXI.Circle.html" > Circle< / a >
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< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
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< a href = "PIXI.Ellipse.html" > Ellipse< / a >
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< a href = "PIXI.Event.html" > Event< / a >
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< a href = "PIXI.Polygon.html" > Polygon< / a >
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< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
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< a href = "PIXI.Rectangle.html" > Rectangle< / a >
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< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
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< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
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< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
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< a href = "PIXI.Stage.html" > Stage< / a >
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< a href = "PIXI.Strip.html" > Strip< / a >
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< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
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< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
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< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
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< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
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< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
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< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "dropdown" >
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< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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< / ul >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
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< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/geom/Line.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new Line object with a start and an end point.
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*
* @class Phaser.Line
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* @constructor
* @param {number} [x1=0] - The x coordinate of the start of the line.
* @param {number} [y1=0] - The y coordinate of the start of the line.
* @param {number} [x2=0] - The x coordinate of the end of the line.
* @param {number} [y2=0] - The y coordinate of the end of the line.
*/
Phaser.Line = function (x1, y1, x2, y2) {
x1 = x1 || 0;
y1 = y1 || 0;
x2 = x2 || 0;
y2 = y2 || 0;
/**
* @property {Phaser.Point} start - The start point of the line.
*/
this.start = new Phaser.Point(x1, y1);
/**
* @property {Phaser.Point} end - The end point of the line.
*/
this.end = new Phaser.Point(x2, y2);
};
Phaser.Line.prototype = {
/**
* Sets the components of the Line to the specified values.
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*
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* @method Phaser.Line#setTo
* @param {number} [x1=0] - The x coordinate of the start of the line.
* @param {number} [y1=0] - The y coordinate of the start of the line.
* @param {number} [x2=0] - The x coordinate of the end of the line.
* @param {number} [y2=0] - The y coordinate of the end of the line.
* @return {Phaser.Line} This line object
*/
setTo: function (x1, y1, x2, y2) {
this.start.setTo(x1, y1);
this.end.setTo(x2, y2);
return this;
},
/**
* Sets the line to match the x/y coordinates of the two given sprites.
* Can optionally be calculated from their center coordinates.
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*
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* @method Phaser.Line#fromSprite
* @param {Phaser.Sprite} startSprite - The coordinates of this Sprite will be set to the Line.start point.
* @param {Phaser.Sprite} endSprite - The coordinates of this Sprite will be set to the Line.start point.
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* @param {boolean} [useCenter=false] - If true it will use startSprite.center.x, if false startSprite.x. Note that Sprites don't have a center property by default, so only enable if you've over-ridden your Sprite with a custom class.
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* @return {Phaser.Line} This line object
*/
fromSprite: function (startSprite, endSprite, useCenter) {
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if (typeof useCenter === 'undefined') { useCenter = false; }
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if (useCenter)
{
return this.setTo(startSprite.center.x, startSprite.center.y, endSprite.center.x, endSprite.center.y);
}
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return this.setTo(startSprite.x, startSprite.y, endSprite.x, endSprite.y);
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},
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/**
* Sets this line to start at the given `x` and `y` coordinates and for the segment to extend at `angle` for the given `length`.
*
* @method Phaser.Line#fromAngle
* @param {number} x - The x coordinate of the start of the line.
* @param {number} y - The y coordinate of the start of the line.
* @param {number} angle - The angle of the line in radians.
* @param {number} length - The length of the line in pixels.
* @return {Phaser.Line} This line object
*/
fromAngle: function (x, y, angle, length) {
this.start.setTo(x, y);
this.end.setTo(x + (Math.cos(angle) * length), y + (Math.sin(angle) * length));
return this;
},
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/**
* Checks for intersection between this line and another Line.
* If asSegment is true it will check for segment intersection. If asSegment is false it will check for line intersection.
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
*
* @method Phaser.Line#intersects
* @param {Phaser.Line} line - The line to check against this one.
* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
*/
intersects: function (line, asSegment, result) {
return Phaser.Line.intersectsPoints(this.start, this.end, line.start, line.end, asSegment, result);
},
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/**
* Returns the reflected angle between two lines.
* This is the outgoing angle based on the angle of this line and the normalAngle of the given line.
*
* @method Phaser.Line#reflect
* @param {Phaser.Line} line - The line to reflect off this line.
* @return {number} The reflected angle in radians.
*/
reflect: function (line) {
return Phaser.Line.reflect(this, line);
},
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/**
* Tests if the given coordinates fall on this line. See pointOnSegment to test against just the line segment.
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*
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* @method Phaser.Line#pointOnLine
* @param {number} x - The line to check against this one.
* @param {number} y - The line to check against this one.
* @return {boolean} True if the point is on the line, false if not.
*/
pointOnLine: function (x, y) {
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return ((x - this.start.x) * (this.end.y - this.start.y) === (this.end.x - this.start.x) * (y - this.start.y));
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},
/**
* Tests if the given coordinates fall on this line and within the segment. See pointOnLine to test against just the line.
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*
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* @method Phaser.Line#pointOnSegment
* @param {number} x - The line to check against this one.
* @param {number} y - The line to check against this one.
* @return {boolean} True if the point is on the line and segment, false if not.
*/
pointOnSegment: function (x, y) {
var xMin = Math.min(this.start.x, this.end.x);
var xMax = Math.max(this.start.x, this.end.x);
var yMin = Math.min(this.start.y, this.end.y);
var yMax = Math.max(this.start.y, this.end.y);
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return (this.pointOnLine(x, y) & & (x >= xMin & & x < = xMax) & & (y >= yMin & & y < = yMax));
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},
/**
* Using Bresenham's line algorithm this will return an array of all coordinates on this line.
* The start and end points are rounded before this runs as the algorithm works on integers.
*
* @method Phaser.Line#coordinatesOnLine
* @param {number} [stepRate=1] - How many steps will we return? 1 = every coordinate on the line, 2 = every other coordinate, etc.
* @param {array} [results] - The array to store the results in. If not provided a new one will be generated.
* @return {array} An array of coordinates.
*/
coordinatesOnLine: function (stepRate, results) {
if (typeof stepRate === 'undefined') { stepRate = 1; }
if (typeof results === 'undefined') { results = []; }
var x1 = Math.round(this.start.x);
var y1 = Math.round(this.start.y);
var x2 = Math.round(this.end.x);
var y2 = Math.round(this.end.y);
var dx = Math.abs(x2 - x1);
var dy = Math.abs(y2 - y1);
var sx = (x1 < x2) ? 1 : -1;
var sy = (y1 < y2) ? 1 : -1;
var err = dx - dy;
results.push([x1, y1]);
var i = 1;
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while (!((x1 == x2) & & (y1 == y2)))
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{
var e2 = err < < 1;
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if (e2 > -dy)
{
err -= dy;
x1 += sx;
}
if (e2 < dx)
{
err += dx;
y1 += sy;
}
if (i % stepRate === 0)
{
results.push([x1, y1]);
}
i++;
}
return results;
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},
/**
* Returns a new Line object with the same values for the start and end properties as this Line object.
* @method Phaser.Line#clone
* @param {Phaser.Line} output - Optional Line object. If given the values will be set into the object, otherwise a brand new Line object will be created and returned.
* @return {Phaser.Line} The cloned Line object.
*/
clone: function (output) {
if (typeof output === "undefined" || output === null)
{
output = new Phaser.Line(this.start.x, this.start.y, this.end.x, this.end.y);
}
else
{
output.setTo(this.start.x, this.start.y, this.end.x, this.end.y);
}
return output;
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}
};
/**
* @name Phaser.Line#length
* @property {number} length - Gets the length of the line segment.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "length", {
get: function () {
return Math.sqrt((this.end.x - this.start.x) * (this.end.x - this.start.x) + (this.end.y - this.start.y) * (this.end.y - this.start.y));
}
});
/**
* @name Phaser.Line#angle
* @property {number} angle - Gets the angle of the line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "angle", {
get: function () {
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return Math.atan2(this.end.y - this.start.y, this.end.x - this.start.x);
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}
});
/**
* @name Phaser.Line#slope
* @property {number} slope - Gets the slope of the line (y/x).
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "slope", {
get: function () {
return (this.end.y - this.start.y) / (this.end.x - this.start.x);
}
});
/**
* @name Phaser.Line#perpSlope
* @property {number} perpSlope - Gets the perpendicular slope of the line (x/y).
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "perpSlope", {
get: function () {
return -((this.end.x - this.start.x) / (this.end.y - this.start.y));
}
});
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/**
* @name Phaser.Line#x
* @property {number} x - Gets the x coordinate of the top left of the bounds around this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "x", {
get: function () {
return Math.min(this.start.x, this.end.x);
}
});
/**
* @name Phaser.Line#y
* @property {number} y - Gets the y coordinate of the top left of the bounds around this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "y", {
get: function () {
return Math.min(this.start.y, this.end.y);
}
});
/**
* @name Phaser.Line#left
* @property {number} left - Gets the left-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "left", {
get: function () {
return Math.min(this.start.x, this.end.x);
}
});
/**
* @name Phaser.Line#right
* @property {number} right - Gets the right-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "right", {
get: function () {
return Math.max(this.start.x, this.end.x);
}
});
/**
* @name Phaser.Line#top
* @property {number} top - Gets the top-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "top", {
get: function () {
return Math.min(this.start.y, this.end.y);
}
});
/**
* @name Phaser.Line#bottom
* @property {number} bottom - Gets the bottom-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "bottom", {
get: function () {
return Math.max(this.start.y, this.end.y);
}
});
/**
* @name Phaser.Line#width
* @property {number} width - Gets the width of this bounds of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "width", {
get: function () {
return Math.abs(this.start.x - this.end.x);
}
});
/**
* @name Phaser.Line#height
* @property {number} height - Gets the height of this bounds of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "height", {
get: function () {
return Math.abs(this.start.y - this.end.y);
}
});
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/**
* @name Phaser.Line#normalX
* @property {number} normalX - Gets the x component of the left-hand normal of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "normalX", {
get: function () {
return Math.cos(this.angle - 1.5707963267948966);
}
});
/**
* @name Phaser.Line#normalY
* @property {number} normalY - Gets the y component of the left-hand normal of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "normalY", {
get: function () {
return Math.sin(this.angle - 1.5707963267948966);
}
});
/**
* @name Phaser.Line#normalAngle
* @property {number} normalAngle - Gets the angle in radians of the normal of this line (line.angle - 90 degrees.)
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "normalAngle", {
get: function () {
return Phaser.Math.wrap(this.angle - 1.5707963267948966, -Math.PI, Math.PI);
}
});
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/**
* Checks for intersection between two lines as defined by the given start and end points.
* If asSegment is true it will check for line segment intersection. If asSegment is false it will check for line intersection.
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
* Adapted from code by Keith Hair
*
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* @method Phaser.Line.intersectsPoints
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* @param {Phaser.Point} a - The start of the first Line to be checked.
* @param {Phaser.Point} b - The end of the first line to be checked.
* @param {Phaser.Point} e - The start of the second Line to be checked.
* @param {Phaser.Point} f - The end of the second line to be checked.
* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
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* @param {Phaser.Point|object} [result] - A Point object to store the result in, if not given a new one will be created.
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* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
*/
Phaser.Line.intersectsPoints = function (a, b, e, f, asSegment, result) {
if (typeof asSegment === 'undefined') { asSegment = true; }
if (typeof result === 'undefined') { result = new Phaser.Point(); }
var a1 = b.y - a.y;
var a2 = f.y - e.y;
var b1 = a.x - b.x;
var b2 = e.x - f.x;
var c1 = (b.x * a.y) - (a.x * b.y);
var c2 = (f.x * e.y) - (e.x * f.y);
var denom = (a1 * b2) - (a2 * b1);
if (denom === 0)
{
return null;
}
result.x = ((b1 * c2) - (b2 * c1)) / denom;
result.y = ((a2 * c1) - (a1 * c2)) / denom;
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if (asSegment)
{
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var uc = ((f.y - e.y) * (b.x - a.x) - (f.x - e.x) * (b.y - a.y));
var ua = (((f.x - e.x) * (a.y - e.y)) - (f.y - e.y) * (a.x - e.x)) / uc;
var ub = (((b.x - a.x) * (a.y - e.y)) - ((b.y - a.y) * (a.x - e.x))) / uc;
if (ua >= 0 & & ua < = 1 & & ub >= 0 & & ub < = 1)
{
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return result;
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}
else
{
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return null;
}
}
return result;
};
/**
* Checks for intersection between two lines.
* If asSegment is true it will check for segment intersection.
* If asSegment is false it will check for line intersection.
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
* Adapted from code by Keith Hair
*
* @method Phaser.Line.intersects
* @param {Phaser.Line} a - The first Line to be checked.
* @param {Phaser.Line} b - The second Line to be checked.
* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
*/
Phaser.Line.intersects = function (a, b, asSegment, result) {
return Phaser.Line.intersectsPoints(a.start, a.end, b.start, b.end, asSegment, result);
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};
/**
* Returns the reflected angle between two lines.
* This is the outgoing angle based on the angle of Line 1 and the normalAngle of Line 2.
*
* @method Phaser.Line.reflect
* @param {Phaser.Line} a - The base line.
* @param {Phaser.Line} b - The line to be reflected from the base line.
* @return {number} The reflected angle in radians.
*/
Phaser.Line.reflect = function (a, b) {
return 2 * b.normalAngle - 3.141592653589793 - a.angle;
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};
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