mirror of
https://github.com/photonstorm/phaser
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287 lines
9.4 KiB
JavaScript
287 lines
9.4 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Javascript QuadTree
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* @version 1.0
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* @author Timo Hausmann
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*
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* @version 1.2, September 4th 2013
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* @author Richard Davey
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* The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
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* it massively to add node indexing, removed lots of temp. var creation and significantly
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* increased performance as a result.
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*
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* Original version at https://github.com/timohausmann/quadtree-js/
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*/
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/**
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* @copyright © 2012 Timo Hausmann
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* QuadTree Constructor
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*
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* @class Phaser.QuadTree
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* @classdesc A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts.
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* However I've tweaked it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result.
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* Original version at https://github.com/timohausmann/quadtree-js/
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* @constructor
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* @param {number} x - The top left coordinate of the quadtree.
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* @param {number} y - The top left coordinate of the quadtree.
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* @param {number} width - The width of the quadtree in pixels.
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* @param {number} height - The height of the quadtree in pixels.
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* @param {number} [maxObjects=10] - The maximum number of objects per node.
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* @param {number} [maxLevels=4] - The maximum number of levels to iterate to.
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* @param {number} [level=0] - Which level is this?
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*/
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Phaser.QuadTree = function (x, y, width, height, maxObjects, maxLevels, level) {
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this.maxObjects = maxObjects || 10;
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this.maxLevels = maxLevels || 4;
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this.level = level || 0;
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this.bounds = {
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x: Math.round(x),
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y: Math.round(y),
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width: width,
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height: height,
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subWidth: Math.floor(width / 2),
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subHeight: Math.floor(height / 2),
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right: Math.round(x) + Math.floor(width / 2),
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bottom: Math.round(y) + Math.floor(height / 2)
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};
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this.objects = [];
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this.nodes = [];
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};
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Phaser.QuadTree.prototype = {
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/*
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* Populates this quadtree with the members of the given Group.
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*
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* @method Phaser.QuadTree#populate
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* @param {Phaser.Group} group - The Group to add to the quadtree.
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*/
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populate: function (group) {
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group.forEach(this.populateHandler, this, true);
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},
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/*
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* Handler for the populate method.
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*
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* @method Phaser.QuadTree#populateHandler
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* @param {Phaser.Sprite} sprite - The Sprite to check.
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*/
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populateHandler: function (sprite) {
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if (sprite.body && sprite.body.checkCollision.none === false && sprite.alive)
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{
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this.insert(sprite.body);
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}
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},
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/*
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* Split the node into 4 subnodes
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*
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* @method Phaser.QuadTree#split
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*/
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split: function () {
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this.level++;
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// top right node
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this.nodes[0] = new Phaser.QuadTree(this.bounds.right, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
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// top left node
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this.nodes[1] = new Phaser.QuadTree(this.bounds.x, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
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// bottom left node
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this.nodes[2] = new Phaser.QuadTree(this.bounds.x, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
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// bottom right node
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this.nodes[3] = new Phaser.QuadTree(this.bounds.right, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
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},
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/*
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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.
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*
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* @method Phaser.QuadTree#insert
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* @param {Phaser.Physics.Arcade.Body|object} body - The Body object to insert into the quadtree.
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*/
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insert: function (body) {
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var i = 0;
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var index;
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// if we have subnodes ...
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if (this.nodes[0] != null)
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{
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index = this.getIndex(body);
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if (index !== -1)
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{
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this.nodes[index].insert(body);
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return;
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}
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}
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this.objects.push(body);
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if (this.objects.length > this.maxObjects && this.level < this.maxLevels)
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{
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// Split if we don't already have subnodes
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if (this.nodes[0] == null)
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{
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this.split();
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}
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// Add objects to subnodes
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while (i < this.objects.length)
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{
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index = this.getIndex(this.objects[i]);
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if (index !== -1)
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{
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// this is expensive - see what we can do about it
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this.nodes[index].insert(this.objects.splice(i, 1)[0]);
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}
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else
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{
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i++;
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}
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}
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}
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},
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/*
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* Determine which node the object belongs to.
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*
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* @method Phaser.QuadTree#getIndex
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* @param {Phaser.Rectangle|object} rect - The bounds in which to check.
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* @return {number} index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.
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*/
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getIndex: function (rect) {
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// default is that rect doesn't fit, i.e. it straddles the internal quadrants
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var index = -1;
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if (rect.x < this.bounds.right && rect.right < this.bounds.right)
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{
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if ((rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom))
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{
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// rect fits within the top-left quadrant of this quadtree
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index = 1;
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}
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else if ((rect.y > this.bounds.bottom))
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{
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// rect fits within the bottom-left quadrant of this quadtree
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index = 2;
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}
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}
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else if (rect.x > this.bounds.right)
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{
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// rect can completely fit within the right quadrants
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if ((rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom))
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{
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// rect fits within the top-right quadrant of this quadtree
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index = 0;
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}
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else if ((rect.y > this.bounds.bottom))
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{
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// rect fits within the bottom-right quadrant of this quadtree
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index = 3;
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}
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}
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return index;
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},
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/*
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* Return all objects that could collide with the given Sprite.
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*
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* @method Phaser.QuadTree#retrieve
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* @param {Phaser.Sprite} sprite - The sprite to check against.
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* @return {array} - Array with all detected objects.
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*/
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retrieve: function (sprite) {
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var returnObjects = this.objects;
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sprite.body.quadTreeIndex = this.getIndex(sprite.body);
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// Temp store for the node IDs this sprite is in, we can use this for fast elimination later
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// sprite.body.quadTreeIDs.push(this.ID);
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if (this.nodes[0])
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{
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// if rect fits into a subnode ..
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if (sprite.body.quadTreeIndex !== -1)
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{
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returnObjects = returnObjects.concat(this.nodes[sprite.body.quadTreeIndex].retrieve(sprite));
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}
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else
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{
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// if rect does not fit into a subnode, check it against all subnodes (unrolled for speed)
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returnObjects = returnObjects.concat(this.nodes[0].retrieve(sprite));
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returnObjects = returnObjects.concat(this.nodes[1].retrieve(sprite));
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returnObjects = returnObjects.concat(this.nodes[2].retrieve(sprite));
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returnObjects = returnObjects.concat(this.nodes[3].retrieve(sprite));
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}
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}
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return returnObjects;
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},
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/*
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* Clear the quadtree.
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* @method Phaser.QuadTree#clear
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*/
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clear: function () {
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this.objects = [];
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for (var i = 0, len = this.nodes.length; i < len; i++)
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{
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if (this.nodes[i])
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{
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this.nodes[i].clear();
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delete this.nodes[i];
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}
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}
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}
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};
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Phaser.QuadTree.prototype.constructor = Phaser.QuadTree;
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