/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 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 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. */ 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); /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.LINE; }; 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.centerX, if false startSprite.x. * @return {Phaser.Line} This line object */ fromSprite: function (startSprite, endSprite, useCenter) { if (useCenter === undefined) { useCenter = false; } if (useCenter) { return this.setTo(startSprite.centerX, startSprite.centerY, endSprite.centerX, endSprite.centerY); } return this.setTo(startSprite.x, startSprite.y, endSprite.x, endSprite.y); }, /** * 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; }, /** * Rotates the line by the amount specified in `angle`. * * Rotation takes place from the center of the line. * If you wish to rotate around a different point see Line.rotateAround. * * If you wish to rotate the ends of the Line then see Line.start.rotate or Line.end.rotate. * * @method Phaser.Line#rotate * @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the line by. * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)? * @return {Phaser.Line} This line object */ rotate: function (angle, asDegrees) { var cx = (this.start.x + this.end.x) / 2; var cy = (this.start.y + this.end.y) / 2; this.start.rotate(cx, cy, angle, asDegrees); this.end.rotate(cx, cy, angle, asDegrees); return this; }, /** * Rotates the line by the amount specified in `angle`. * * Rotation takes place around the coordinates given. * * @method Phaser.Line#rotateAround * @param {number} x - The x coordinate to offset the rotation from. * @param {number} y - The y coordinate to offset the rotation from. * @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the line by. * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)? * @return {Phaser.Line} This line object */ rotateAround: function (x, y, angle, asDegrees) { this.start.rotate(x, y, angle, asDegrees); this.end.rotate(x, y, angle, asDegrees); return this; }, /** * 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); }, /** * 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); }, /** * Returns a Point object where the x and y values correspond to the center (or midpoint) of the Line segment. * * @method Phaser.Line#midPoint * @param {Phaser.Point} [out] - A Phaser.Point object into which the result will be populated. If not given a new Point object is created. * @return {Phaser.Point} A Phaser.Point object with the x and y values set to the center of the line segment. */ midPoint: function (out) { if (out === undefined) { out = new Phaser.Point(); } out.x = (this.start.x + this.end.x) / 2; out.y = (this.start.y + this.end.y) / 2; return out; }, /** * Centers this Line on the given coordinates. * * The line is centered by positioning the start and end points so that the lines midpoint matches * the coordinates given. * * @method Phaser.Line#centerOn * @param {number} x - The x position to center the line on. * @param {number} y - The y position to center the line on. * @return {Phaser.Line} This line object */ centerOn: function (x, y) { var cx = (this.start.x + this.end.x) / 2; var cy = (this.start.y + this.end.y) / 2; var tx = x - cx; var ty = y - cy; this.start.add(tx, ty); this.end.add(tx, ty); }, /** * 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)); }, /** * Picks a random point from anywhere on the Line segment and returns it. * * @method Phaser.Line#random * @param {Phaser.Point|object} [out] - A Phaser.Point, or any object with public x/y properties, that the values will be set in. * If no object is provided a new Phaser.Point object will be created. In high performance areas avoid this by re-using an object. * @return {Phaser.Point} An object containing the random point in its `x` and `y` properties. */ random: function (out) { if (out === undefined) { out = new Phaser.Point(); } var t = Math.random(); out.x = this.start.x + t * (this.end.x - this.start.x); out.y = this.start.y + t * (this.end.y - this.start.y); return out; }, /** * 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 (stepRate === undefined) { stepRate = 1; } if (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; }, /** * 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 (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; } }; /** * @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 in radians. * @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); } }); /** * @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); } }); /** * 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|object} [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 (asSegment === undefined) { asSegment = true; } if (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) { 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) { return result; } else { 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); }; /** * Checks for intersection between the Line and a Rectangle shape, or a rectangle-like * object, with public `x`, `y`, `right` and `bottom` properties, such as a Sprite or Body. * * An intersection is considered valid if: * * The line starts within, or ends within, the Rectangle. * The line segment intersects one of the 4 rectangle edges. * * The for the purposes of this function rectangles are considered 'solid'. * * @method Phaser.Line.intersectsRectangle * @param {Phaser.Line} line - The line to check for intersection with. * @param {Phaser.Rectangle|object} rect - The rectangle, or rectangle-like object, to check for intersection with. * @return {boolean} True if the line intersects with the rectangle edges, or starts or ends within the rectangle. */ Phaser.Line.intersectsRectangle = function (line, rect) { // Quick bail out of the Line and Rect bounds don't intersect if (!Phaser.Rectangle.intersects(line, rect)) { return false; } var x1 = line.start.x; var y1 = line.start.y; var x2 = line.end.x; var y2 = line.end.y; var bx1 = rect.x; var by1 = rect.y; var bx2 = rect.right; var by2 = rect.bottom; var t = 0; // If the start or end of the line is inside the rect then we assume // collision, as rects are solid for our use-case. if ((x1 >= bx1 && x1 <= bx2 && y1 >= by1 && y1 <= by2) || (x2 >= bx1 && x2 <= bx2 && y2 >= by1 && y2 <= by2)) { return true; } if (x1 < bx1 && x2 >= bx1) { // Left edge t = y1 + (y2 - y1) * (bx1 - x1) / (x2 - x1); if (t > by1 && t <= by2) { return true; } } else if (x1 > bx2 && x2 <= bx2) { // Right edge t = y1 + (y2 - y1) * (bx2 - x1) / (x2 - x1); if (t >= by1 && t <= by2) { return true; } } if (y1 < by1 && y2 >= by1) { // Top edge t = x1 + (x2 - x1) * (by1 - y1) / (y2 - y1); if (t >= bx1 && t <= bx2) { return true; } } else if (y1 > by2 && y2 <= by2) { // Bottom edge t = x1 + (x2 - x1) * (by2 - y1) / (y2 - y1); if (t >= bx1 && t <= bx2) { return true; } } return false; }; /** * 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; };