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https://github.com/photonstorm/phaser
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Added Particle.bounds and getBounds method
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1 changed files with 45 additions and 10 deletions
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@ -8,6 +8,8 @@ var AnimationState = require('../../animations/AnimationState');
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var Class = require('../../utils/Class');
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var Class = require('../../utils/Class');
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var DegToRad = require('../../math/DegToRad');
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var DegToRad = require('../../math/DegToRad');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var RotateAround = require('../../math/RotateAround');
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var Vector2 = require('../../math/Vector2');
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/**
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/**
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* @classdesc
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* @classdesc
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@ -311,10 +313,11 @@ var Particle = new Class({
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this.anims = new AnimationState(this);
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this.anims = new AnimationState(this);
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/**
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/**
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* Internal transform values of this Particle.
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* A rectangle that holds the bounds of this Particle after a call to
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* the `Particle.getBounds` method has been made.
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*
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*
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* @name Phaser.GameObjects.Particles.Particle#transform
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* @name Phaser.GameObjects.Particles.Particle#bounds
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* @type {object}
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* @type {Phaser.Geom.Rectangle}
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* @since 3.60.0
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* @since 3.60.0
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*/
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*/
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this.bounds = new Rectangle();
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this.bounds = new Rectangle();
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@ -686,23 +689,55 @@ var Particle = new Class({
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},
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},
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/**
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/**
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* TODO
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* Gets the bounds of this particle as a Geometry Rectangle, factoring in any
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* transforms of the parent emitter and anything else above it in the display list.
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*
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*
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* @method Phaser.Physics.Arcade.Body#getBounds
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* Once calculated the bounds can be accessed via the `Particle.bounds` property.
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*
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* @method Phaser.GameObjects.Particles.Particle#getBounds
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* @since 3.60.0
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* @since 3.60.0
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*
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* @param {Phaser.GameObjects.Components.TransformMatrix} [matrix] - Optional transform matrix to apply to this particle.
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*
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* @return {Phaser.Geom.Rectangle} A Rectangle containing the transformed bounds of this particle.
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*/
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*/
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getBounds: function ()
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getBounds: function (matrix)
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{
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{
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var matrix = this.emitter.getWorldTransformMatrix();
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if (matrix === undefined) { matrix = this.emitter.getWorldTransformMatrix(); }
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var sx = Math.abs(matrix.scaleX) * this.scaleX;
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var sx = Math.abs(matrix.scaleX) * this.scaleX;
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var sy = Math.abs(matrix.scaleY) * this.scaleY;
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var sy = Math.abs(matrix.scaleY) * this.scaleY;
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var x = this.x;
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var y = this.y;
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var rotation = this.rotation;
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var width = (this.frame.width * sx) / 2;
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var height = (this.frame.height * sy) / 2;
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var bounds = this.bounds;
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var bounds = this.bounds;
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bounds.setSize(this.frame.sourceWidth * sx, this.frame.sourceHeight * sy);
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var topLeft = new Vector2(x - width, y - height);
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bounds.centerX = matrix.tx + this.x;
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var topRight = new Vector2(x + width, y - height);
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bounds.centerY = matrix.ty + this.y;
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var bottomLeft = new Vector2(x - width, y + height);
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var bottomRight = new Vector2(x + width, y + height);
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if (rotation !== 0)
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{
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RotateAround(topLeft, x, y, rotation);
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RotateAround(topRight, x, y, rotation);
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RotateAround(bottomLeft, x, y, rotation);
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RotateAround(bottomRight, x, y, rotation);
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}
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matrix.transformPoint(topLeft.x, topLeft.y, topLeft);
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matrix.transformPoint(topRight.x, topRight.y, topRight);
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matrix.transformPoint(bottomLeft.x, bottomLeft.y, bottomLeft);
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matrix.transformPoint(bottomRight.x, bottomRight.y, bottomRight);
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bounds.x = Math.min(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x);
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bounds.y = Math.min(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y);
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bounds.width = Math.max(topLeft.x, topRight.x, bottomLeft.x, bottomRight.x) - bounds.x;
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bounds.height = Math.max(topLeft.y, topRight.y, bottomLeft.y, bottomRight.y) - bounds.y;
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return bounds;
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return bounds;
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},
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},
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