/** * @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. * @class Line * @classdesc Phaser - Line * @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. * @return {Phaser.Line} This line object */ 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. * @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. * @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. * @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. * @return {Phaser.Line} This line object */ fromSprite: function (startSprite, endSprite, useCenter) { if (typeof useCenter === 'undefined') { useCenter = false; } if (useCenter) { return this.setTo(startSprite.center.x, startSprite.center.y, endSprite.center.x, endSprite.center.y); } else { return this.setTo(startSprite.x, startSprite.y, endSprite.x, endSprite.y); } }, /** * 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); }, /** * Tests if the given coordinates fall on this line. See pointOnSegment to test against just the line segment. * @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) { return ((x - this.start.x) * (this.end.y - this.start.y) === (this.end.x - this.start.x) * (y - this.start.y)); }, /** * Tests if the given coordinates fall on this line and within the segment. See pointOnLine to test against just the line. * @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); return (this.pointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax)); }, /** * 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; while (!((x1 == x2) && (y1 == y2))) { var e2 = err << 1; 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; } }; /** * @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 () { return Math.atan2(this.end.y - this.start.y, this.end.x - this.start.x); } }); /** * @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)); } }); /** * @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); } }); /** * 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 * * @method Phaser.Line.intersectsPoints * @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. * @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.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; if (asSegment) { if ( result.x < Math.min(a.x, b.x) || result.x > Math.max(a.x, b.x) || result.y < Math.min(a.y, b.y) || result.y > Math.max(a.y, b.y) || result.x < Math.min(e.x, f.x) || result.x > Math.max(e.x, f.x) || result.y < Math.min(e.y, f.y) || result.y > Math.max(e.y, f.y) ) { 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); };