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); } }