phaser/docs/Utils.js.html
2014-05-20 10:12:48 +01:00

1027 lines
27 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: utils/Utils.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="Phaser.html">Phaser</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1">
<a href="Phaser.Animation.html">Animation</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Button.html">Button</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Cache.html">Cache</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Camera.html">Camera</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Color.html">Color</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Events.html">Events</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Filter.html">Filter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Frame.html">Frame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Game.html">Game</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GamepadButton.html">GamepadButton</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Group.html">Group</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Image.html">Image</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Input.html">Input</a>
</li>
<li class="class-depth-1">
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Key.html">Key</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Line.html">Line</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Loader.html">Loader</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Math.html">Math</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Net.html">Net</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particle.html">Particle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particles.html">Particles</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Physics.html">Physics</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.P2.html">P2</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Signal.html">Signal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SignalBinding.html">SignalBinding</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sound.html">Sound</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="Phaser.State.html">State</a>
</li>
<li class="class-depth-1">
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tile.html">Tile</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Time.html">Time</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Timer.html">Timer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Touch.html">Touch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tween.html">Tween</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Utils.html">Utils</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li class="class-depth-1">
<a href="Phaser.World.html">World</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: utils/Utils.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/* jshint supernew: true */
/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.Utils
* @static
*/
Phaser.Utils = {
/**
* Transposes the elements of the given Array.
*
* @method transposeArray
* @param {array} array - The array to transpose.
* @return {array} The transposed array.
*/
transposeArray: function (array) {
var result = new Array(array[0].length);
for (var i = 0; i &lt; array[0].length; i++)
{
result[i] = new Array(array.length - 1);
for (var j = array.length - 1; j > -1; j--)
{
result[i][j] = array[j][i];
}
}
return result;
},
/**
* Rotates the given array.
* Based on the routine from http://jsfiddle.net/MrPolywhirl/NH42z/
*
* @method Phaser.Utils.rotateArray
* @param {array} matrix - The array to rotate.
* @param {number|string} direction - The amount to rotate. Either a number: 90, -90, 270, -270, 180 or a string: 'rotateLeft', 'rotateRight' or 'rotate180'
* @return {array} The rotated array
*/
rotateArray: function (matrix, direction) {
if (typeof direction !== 'string')
{
direction = ((direction % 360) + 360) % 360;
}
if (direction === 90 || direction === -270 || direction === 'rotateLeft')
{
matrix = Phaser.Utils.transposeArray(matrix);
matrix = matrix.reverse();
}
else if (direction === -90 || direction === 270 || direction === 'rotateRight')
{
matrix = matrix.reverse();
matrix = Phaser.Utils.transposeArray(matrix);
}
else if (Math.abs(direction) === 180 || direction === 'rotate180')
{
for (var i = 0; i &lt; matrix.length; i++)
{
matrix[i].reverse();
}
matrix = matrix.reverse();
}
return matrix;
},
/**
* Get a unit dimension from a string.
*
* @method Phaser.Utils.parseDimension
* @param {string|number} size - The size to parse.
* @param {number} dimension - The window dimension to check.
* @return {number} The parsed dimension.
*/
parseDimension: function (size, dimension) {
var f = 0;
var px = 0;
if (typeof size === 'string')
{
// %?
if (size.substr(-1) === '%')
{
f = parseInt(size, 10) / 100;
if (dimension === 0)
{
px = window.innerWidth * f;
}
else
{
px = window.innerHeight * f;
}
}
else
{
px = parseInt(size, 10);
}
}
else
{
px = size;
}
return px;
},
/**
* A standard Fisher-Yates Array shuffle implementation.
* @method Phaser.Utils.shuffle
* @param {array} array - The array to shuffle.
* @return {array} The shuffled array.
*/
shuffle: function (array) {
for (var i = array.length - 1; i > 0; i--)
{
var j = Math.floor(Math.random() * (i + 1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return array;
},
/**
* Javascript string pad http://www.webtoolkit.info/.
* pad = the string to pad it out with (defaults to a space)
* dir = 1 (left), 2 (right), 3 (both)
* @method Phaser.Utils.pad
* @param {string} str - The target string.
* @param {number} len - The number of characters to be added.
* @param {number} pad - The string to pad it out with (defaults to a space).
* @param {number} [dir=3] The direction dir = 1 (left), 2 (right), 3 (both).
* @return {string} The padded string
*/
pad: function (str, len, pad, dir) {
if (typeof(len) == "undefined") { var len = 0; }
if (typeof(pad) == "undefined") { var pad = ' '; }
if (typeof(dir) == "undefined") { var dir = 3; }
var padlen = 0;
if (len + 1 >= str.length)
{
switch (dir)
{
case 1:
str = new Array(len + 1 - str.length).join(pad) + str;
break;
case 3:
var right = Math.ceil((padlen = len - str.length) / 2);
var left = padlen - right;
str = new Array(left+1).join(pad) + str + new Array(right+1).join(pad);
break;
default:
str = str + new Array(len + 1 - str.length).join(pad);
break;
}
}
return str;
},
/**
* This is a slightly modified version of jQuery.isPlainObject. A plain object is an object whose internal class property is [object Object].
* @method Phaser.Utils.isPlainObject
* @param {object} obj - The object to inspect.
* @return {boolean} - true if the object is plain, otherwise false.
*/
isPlainObject: function (obj) {
// Not plain objects:
// - Any object or value whose internal [[Class]] property is not "[object Object]"
// - DOM nodes
// - window
if (typeof(obj) !== "object" || obj.nodeType || obj === obj.window)
{
return false;
}
// Support: Firefox &lt;20
// The try/catch suppresses exceptions thrown when attempting to access
// the "constructor" property of certain host objects, ie. |window.location|
// https://bugzilla.mozilla.org/show_bug.cgi?id=814622
try {
if (obj.constructor && !({}).hasOwnProperty.call(obj.constructor.prototype, "isPrototypeOf"))
{
return false;
}
} catch (e) {
return false;
}
// If the function hasn't returned already, we're confident that
// |obj| is a plain object, created by {} or constructed with new Object
return true;
},
/**
* This is a slightly modified version of http://api.jquery.com/jQuery.extend/
* @method Phaser.Utils.extend
* @param {boolean} deep - Perform a deep copy?
* @param {object} target - The target object to copy to.
* @return {object} The extended object.
*/
extend: function () {
var options, name, src, copy, copyIsArray, clone,
target = arguments[0] || {},
i = 1,
length = arguments.length,
deep = false;
// Handle a deep copy situation
if (typeof target === "boolean")
{
deep = target;
target = arguments[1] || {};
// skip the boolean and the target
i = 2;
}
// extend Phaser if only one argument is passed
if (length === i)
{
target = this;
--i;
}
for (; i &lt; length; i++)
{
// Only deal with non-null/undefined values
if ((options = arguments[i]) != null)
{
// Extend the base object
for (name in options)
{
src = target[name];
copy = options[name];
// Prevent never-ending loop
if (target === copy)
{
continue;
}
// Recurse if we're merging plain objects or arrays
if (deep && copy && (Phaser.Utils.isPlainObject(copy) || (copyIsArray = Array.isArray(copy))))
{
if (copyIsArray)
{
copyIsArray = false;
clone = src && Array.isArray(src) ? src : [];
}
else
{
clone = src && Phaser.Utils.isPlainObject(src) ? src : {};
}
// Never move original objects, clone them
target[name] = Phaser.Utils.extend(deep, clone, copy);
// Don't bring in undefined values
}
else if (copy !== undefined)
{
target[name] = copy;
}
}
}
}
// Return the modified object
return target;
}
};
/**
* A polyfill for Function.prototype.bind
*/
if (typeof Function.prototype.bind != 'function') {
/* jshint freeze: false */
Function.prototype.bind = (function () {
var slice = Array.prototype.slice;
return function (thisArg) {
var target = this, boundArgs = slice.call(arguments, 1);
if (typeof target != 'function')
{
throw new TypeError();
}
function bound() {
var args = boundArgs.concat(slice.call(arguments));
target.apply(this instanceof bound ? this : thisArg, args);
}
bound.prototype = (function F(proto) {
if (proto)
{
F.prototype = proto;
}
if (!(this instanceof F))
{
return new F;
}
})(target.prototype);
return bound;
};
})();
}
/**
* A polyfill for Array.isArray
*/
if (!Array.isArray)
{
Array.isArray = function (arg)
{
return Object.prototype.toString.call(arg) == '[object Array]';
};
}
/**
* A polyfill for Array.forEach
* https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach
*/
if (!Array.prototype.forEach)
{
Array.prototype.forEach = function(fun /*, thisArg */)
{
"use strict";
if (this === void 0 || this === null)
{
throw new TypeError();
}
var t = Object(this);
var len = t.length >>> 0;
if (typeof fun !== "function")
{
throw new TypeError();
}
var thisArg = arguments.length >= 2 ? arguments[1] : void 0;
for (var i = 0; i &lt; len; i++)
{
if (i in t)
{
fun.call(thisArg, t[i], i, t);
}
}
};
}
/**
* Low-budget Float32Array knock-off, suitable for use with P2.js in IE9
* Source: http://www.html5gamedevs.com/topic/5988-phaser-12-ie9/
* Cameron Foale (http://www.kibibu.com)
*/
if (typeof window.Uint32Array !== "function")
{
var CheapArray = function(type)
{
var proto = new Array(); // jshint ignore:line
window[type] = function(arg) {
if (typeof(arg) === "number")
{
Array.call(this, arg);
this.length = arg;
for (var i = 0; i &lt; this.length; i++)
{
this[i] = 0;
}
}
else
{
Array.call(this, arg.length);
this.length = arg.length;
for (var i = 0; i &lt; this.length; i++)
{
this[i] = arg[i];
}
}
};
window[type].prototype = proto;
window[type].constructor = window[type];
};
CheapArray('Uint32Array'); // jshint ignore:line
CheapArray('Int16Array'); // jshint ignore:line
}
/**
* Also fix for the absent console in IE9
*/
if (!window.console)
{
window.console = {};
window.console.log = window.console.assert = function(){};
window.console.warn = window.console.assert = function(){};
}
</pre>
</article>
</section>
</div>
<div class="clearfix"></div>
<footer>
<span class="copyright">
Phaser Copyright © 2012-2014 Photon Storm Ltd.
</span>
<br />
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Tue May 20 2014 10:05:49 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
<br clear="both">
</div>
</div>
<script src="scripts/sunlight.js"></script>
<script src="scripts/sunlight.javascript.js"></script>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>