Class: QuadTree

Phaser. QuadTree

A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result. Original version at https://github.com/timohausmann/quadtree-js/

new QuadTree(x, y, width, height, maxObjects, maxLevels, level)

QuadTree Constructor

Parameters:
Name Type Argument Default Description
x number

The top left coordinate of the quadtree.

y number

The top left coordinate of the quadtree.

width number

The width of the quadtree in pixels.

height number

The height of the quadtree in pixels.

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?

Source:

Methods

clear()

/* Clear the quadtree.

Source:

getIndex(rect) → {number}

/* Determine which node the object belongs to.

Parameters:
Name Type Description
rect Phaser.Rectangle | object

The bounds in which to check.

Source:
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

insert(body)

/* 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.

Source:

populate(group)

/* Populates this quadtree with the members of the given Group.

Parameters:
Name Type Description
group Phaser.Group

The Group to add to the quadtree.

Source:

populateHandler(sprite)

/* Handler for the populate method.

Parameters:
Name Type Description
sprite Phaser.Sprite

The Sprite to check.

Source:

retrieve(sprite) → {array}

/* Return all objects that could collide with the given Sprite.

Parameters:
Name Type Description
sprite Phaser.Sprite

The sprite to check against.

Source:
Returns:
  • Array with all detected objects.
Type
array

split()

/* Split the node into 4 subnodes

Source:
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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