new QuadTree(x, y, width, height, maxObjects, maxLevels, level)
QuadTree Constructor
Parameters:
Name | Type | Argument | Default | Description |
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x |
number | The top left coordinate of the quadtree. |
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y |
number | The top left coordinate of the quadtree. |
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width |
number | The width of the quadtree in pixels. |
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height |
number | The height of the quadtree in pixels. |
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maxObjects |
number |
<optional> |
10 | The maximum number of objects per node. |
maxLevels |
number |
<optional> |
4 | The maximum number of levels to iterate to. |
level |
number |
<optional> |
0 | Which level is this? |
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Methods
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clear()
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/* Clear the quadtree.
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getIndex(rect) → {number}
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/* Determine which node the object belongs to.
Parameters:
Name Type Description rect
Phaser.Rectangle | object The bounds in which to check.
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Returns:
index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.
- Type
- number
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insert(body)
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/* Insert the object into the node. If the node exceeds the capacity, it will split and add all objects to their corresponding subnodes.
Parameters:
Name Type Description body
Phaser.Physics.Arcade.Body | object The Body object to insert into the quadtree.
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populate(group)
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/* Populates this quadtree with the members of the given Group.
Parameters:
Name Type Description group
Phaser.Group The Group to add to the quadtree.
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populateHandler(sprite)
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/* Handler for the populate method.
Parameters:
Name Type Description sprite
Phaser.Sprite The Sprite to check.
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retrieve(sprite) → {array}
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/* Return all objects that could collide with the given Sprite.
Parameters:
Name Type Description sprite
Phaser.Sprite The sprite to check against.
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Returns:
- Array with all detected objects.
- Type
- array
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split()
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/* Split the node into 4 subnodes
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