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1508 lines
45 KiB
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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</li>
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|
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<li class="class-depth-1">
|
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<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
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<a href="Phaser.Rope.html">Rope</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.Signal.html">Signal</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.SignalBinding.html">SignalBinding</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.SinglePad.html">SinglePad</a>
|
|
</li>
|
|
|
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<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>
|
|
|
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<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>
|
|
|
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<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.TweenData.html">TweenData</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.Video.html">Video</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BaseTexture.html">BaseTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObject.html">DisplayObject</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Event.html">Event</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.EventTarget.html">EventTarget</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.GraphicsData.html">GraphicsData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PIXI.html">PIXI</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiShader.html">PixiShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PolyK.html">PolyK</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Rope.html">Rope</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Strip.html">Strip</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#AUTO">AUTO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPDATA">BITMAPDATA</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#blendModes">blendModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BUTTON">BUTTON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS">CANVAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CIRCLE">CIRCLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CREATURE">CREATURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#DOWN">DOWN</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ELLIPSE">ELLIPSE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#EMITTER">EMITTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GAMES">GAMES</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GRAPHICS">GRAPHICS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GROUP">GROUP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#HEADLESS">HEADLESS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#IMAGE">IMAGE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT">LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LINE">LINE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#MATRIX">MATRIX</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#NONE">NONE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINT">POINT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINTER">POINTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POLYGON">POLYGON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RECTANGLE">RECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RETROFONT">RETROFONT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT">RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROPE">ROPE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#scaleModes">scaleModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITE">SPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TEXT">TEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAP">TILEMAP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILESPRITE">TILESPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#UP">UP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VERSION">VERSION</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VIDEO">VIDEO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL">WEBGL</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
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<div id="main">
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<h1 class="page-title">Source: src/math/QuadTree.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Timo Hausmann
|
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2015 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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/**
|
|
* 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/
|
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*
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* @class Phaser.QuadTree
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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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|
Phaser.QuadTree = function(x, y, width, height, maxObjects, maxLevels, level) {
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/**
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|
* @property {number} maxObjects - The maximum number of objects per node.
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* @default
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|
*/
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this.maxObjects = 10;
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|
|
|
/**
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|
* @property {number} maxLevels - The maximum number of levels to break down to.
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|
* @default
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|
*/
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|
this.maxLevels = 4;
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|
|
|
/**
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|
* @property {number} level - The current level.
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|
*/
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this.level = 0;
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|
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|
/**
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|
* @property {object} bounds - Object that contains the quadtree bounds.
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|
*/
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this.bounds = {};
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|
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|
/**
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|
* @property {array} objects - Array of quadtree children.
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|
*/
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this.objects = [];
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|
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|
/**
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|
* @property {array} nodes - Array of associated child nodes.
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|
*/
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|
this.nodes = [];
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|
|
|
/**
|
|
* @property {array} _empty - Internal empty array.
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|
* @private
|
|
*/
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|
this._empty = [];
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|
|
|
this.reset(x, y, width, height, maxObjects, maxLevels, level);
|
|
|
|
};
|
|
|
|
Phaser.QuadTree.prototype = {
|
|
|
|
/**
|
|
* Resets the QuadTree.
|
|
*
|
|
* @method Phaser.QuadTree#reset
|
|
* @param {number} x - The top left coordinate of the quadtree.
|
|
* @param {number} y - The top left coordinate of the quadtree.
|
|
* @param {number} width - The width of the quadtree in pixels.
|
|
* @param {number} height - The height of the quadtree in pixels.
|
|
* @param {number} [maxObjects=10] - The maximum number of objects per node.
|
|
* @param {number} [maxLevels=4] - The maximum number of levels to iterate to.
|
|
* @param {number} [level=0] - Which level is this?
|
|
*/
|
|
reset: function (x, y, width, height, maxObjects, maxLevels, level) {
|
|
|
|
this.maxObjects = maxObjects || 10;
|
|
this.maxLevels = maxLevels || 4;
|
|
this.level = level || 0;
|
|
|
|
this.bounds = {
|
|
x: Math.round(x),
|
|
y: Math.round(y),
|
|
width: width,
|
|
height: height,
|
|
subWidth: Math.floor(width / 2),
|
|
subHeight: Math.floor(height / 2),
|
|
right: Math.round(x) + Math.floor(width / 2),
|
|
bottom: Math.round(y) + Math.floor(height / 2)
|
|
};
|
|
|
|
this.objects.length = 0;
|
|
this.nodes.length = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Populates this quadtree with the children of the given Group. In order to be added the child must exist and have a body property.
|
|
*
|
|
* @method Phaser.QuadTree#populate
|
|
* @param {Phaser.Group} group - The Group to add to the quadtree.
|
|
*/
|
|
populate: function (group) {
|
|
|
|
group.forEach(this.populateHandler, this, true);
|
|
|
|
},
|
|
|
|
/**
|
|
* Handler for the populate method.
|
|
*
|
|
* @method Phaser.QuadTree#populateHandler
|
|
* @param {Phaser.Sprite|object} sprite - The Sprite to check.
|
|
*/
|
|
populateHandler: function (sprite) {
|
|
|
|
if (sprite.body && sprite.exists)
|
|
{
|
|
this.insert(sprite.body);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Split the node into 4 subnodes
|
|
*
|
|
* @method Phaser.QuadTree#split
|
|
*/
|
|
split: function () {
|
|
|
|
// top right node
|
|
this.nodes[0] = new Phaser.QuadTree(this.bounds.right, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));
|
|
|
|
// top left node
|
|
this.nodes[1] = new Phaser.QuadTree(this.bounds.x, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));
|
|
|
|
// bottom left node
|
|
this.nodes[2] = new Phaser.QuadTree(this.bounds.x, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));
|
|
|
|
// bottom right node
|
|
this.nodes[3] = new Phaser.QuadTree(this.bounds.right, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));
|
|
|
|
},
|
|
|
|
/**
|
|
* Insert the object into the node. If the node exceeds the capacity, it will split and add all objects to their corresponding subnodes.
|
|
*
|
|
* @method Phaser.QuadTree#insert
|
|
* @param {Phaser.Physics.Arcade.Body|object} body - The Body object to insert into the quadtree. Can be any object so long as it exposes x, y, right and bottom properties.
|
|
*/
|
|
insert: function (body) {
|
|
|
|
var i = 0;
|
|
var index;
|
|
|
|
// if we have subnodes ...
|
|
if (this.nodes[0] != null)
|
|
{
|
|
index = this.getIndex(body);
|
|
|
|
if (index !== -1)
|
|
{
|
|
this.nodes[index].insert(body);
|
|
return;
|
|
}
|
|
}
|
|
|
|
this.objects.push(body);
|
|
|
|
if (this.objects.length > this.maxObjects && this.level < this.maxLevels)
|
|
{
|
|
// Split if we don't already have subnodes
|
|
if (this.nodes[0] == null)
|
|
{
|
|
this.split();
|
|
}
|
|
|
|
// Add objects to subnodes
|
|
while (i < this.objects.length)
|
|
{
|
|
index = this.getIndex(this.objects[i]);
|
|
|
|
if (index !== -1)
|
|
{
|
|
// this is expensive - see what we can do about it
|
|
this.nodes[index].insert(this.objects.splice(i, 1)[0]);
|
|
}
|
|
else
|
|
{
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Determine which node the object belongs to.
|
|
*
|
|
* @method Phaser.QuadTree#getIndex
|
|
* @param {Phaser.Rectangle|object} rect - The bounds in which to check.
|
|
* @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.
|
|
*/
|
|
getIndex: function (rect) {
|
|
|
|
// default is that rect doesn't fit, i.e. it straddles the internal quadrants
|
|
var index = -1;
|
|
|
|
if (rect.x < this.bounds.right && rect.right < this.bounds.right)
|
|
{
|
|
if (rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom)
|
|
{
|
|
// rect fits within the top-left quadrant of this quadtree
|
|
index = 1;
|
|
}
|
|
else if (rect.y > this.bounds.bottom)
|
|
{
|
|
// rect fits within the bottom-left quadrant of this quadtree
|
|
index = 2;
|
|
}
|
|
}
|
|
else if (rect.x > this.bounds.right)
|
|
{
|
|
// rect can completely fit within the right quadrants
|
|
if (rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom)
|
|
{
|
|
// rect fits within the top-right quadrant of this quadtree
|
|
index = 0;
|
|
}
|
|
else if (rect.y > this.bounds.bottom)
|
|
{
|
|
// rect fits within the bottom-right quadrant of this quadtree
|
|
index = 3;
|
|
}
|
|
}
|
|
|
|
return index;
|
|
|
|
},
|
|
|
|
/**
|
|
* Return all objects that could collide with the given Sprite or Rectangle.
|
|
*
|
|
* @method Phaser.QuadTree#retrieve
|
|
* @param {Phaser.Sprite|Phaser.Rectangle} source - The source object to check the QuadTree against. Either a Sprite or Rectangle.
|
|
* @return {array} - Array with all detected objects.
|
|
*/
|
|
retrieve: function (source) {
|
|
|
|
if (source instanceof Phaser.Rectangle)
|
|
{
|
|
var returnObjects = this.objects;
|
|
|
|
var index = this.getIndex(source);
|
|
}
|
|
else
|
|
{
|
|
if (!source.body)
|
|
{
|
|
return this._empty;
|
|
}
|
|
|
|
var returnObjects = this.objects;
|
|
|
|
var index = this.getIndex(source.body);
|
|
}
|
|
|
|
if (this.nodes[0])
|
|
{
|
|
// If rect fits into a subnode ..
|
|
if (index !== -1)
|
|
{
|
|
returnObjects = returnObjects.concat(this.nodes[index].retrieve(source));
|
|
}
|
|
else
|
|
{
|
|
// If rect does not fit into a subnode, check it against all subnodes (unrolled for speed)
|
|
returnObjects = returnObjects.concat(this.nodes[0].retrieve(source));
|
|
returnObjects = returnObjects.concat(this.nodes[1].retrieve(source));
|
|
returnObjects = returnObjects.concat(this.nodes[2].retrieve(source));
|
|
returnObjects = returnObjects.concat(this.nodes[3].retrieve(source));
|
|
}
|
|
}
|
|
|
|
return returnObjects;
|
|
|
|
},
|
|
|
|
/**
|
|
* Clear the quadtree.
|
|
* @method Phaser.QuadTree#clear
|
|
*/
|
|
clear: function () {
|
|
|
|
this.objects.length = 0;
|
|
|
|
var i = this.nodes.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.nodes[i].clear();
|
|
this.nodes.splice(i, 1);
|
|
}
|
|
|
|
this.nodes.length = 0;
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.QuadTree.prototype.constructor = Phaser.QuadTree;
|
|
|
|
/**
|
|
* Javascript QuadTree
|
|
* @version 1.0
|
|
*
|
|
* @version 1.3, March 11th 2014
|
|
* @author Richard Davey
|
|
* 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/
|
|
*/
|
|
|
|
/**
|
|
* @copyright © 2012 Timo Hausmann
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining
|
|
* a copy of this software and associated documentation files (the
|
|
* "Software"), to deal in the Software without restriction, including
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
* distribute, sublicense, and/or sell copies of the Software, and to
|
|
* permit persons to whom the Software is furnished to do so, subject to
|
|
* the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice shall be
|
|
* included in all copies or substantial portions of the Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
|
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
|
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
|
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
|
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
|
*/
|
|
</pre>
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</article>
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
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