phaser/docs/QuadTree.js.html
photonstorm 5d5c64d22f Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00

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<h1 class="page-title">Source: math/QuadTree.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @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}
*/
/**
* Javascript QuadTree
* @version 1.0
* @author Timo Hausmann
*
* @version 1.2, September 4th 2013
* @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.
*/
/**
* QuadTree Constructor
*
* @class Phaser.QuadTree
* @classdesc 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/
* @constructor
* @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?
*/
Phaser.QuadTree = 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 = [];
this.nodes = [];
};
Phaser.QuadTree.prototype = {
/*
* Populates this quadtree with the members of the given Group.
*
* @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} sprite - The Sprite to check.
*/
populateHandler: function (sprite) {
if (sprite.body && sprite.body.checkCollision.none === false && sprite.alive)
{
this.insert(sprite.body);
}
},
/*
* Split the node into 4 subnodes
*
* @method Phaser.QuadTree#split
*/
split: function () {
this.level++;
// 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);
// 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);
// 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);
// 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);
},
/*
* 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.
*/
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 &lt; this.maxLevels)
{
// Split if we don't already have subnodes
if (this.nodes[0] == null)
{
this.split();
}
// Add objects to subnodes
while (i &lt; 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 &lt; this.bounds.right && rect.right &lt; this.bounds.right)
{
if ((rect.y &lt; this.bounds.bottom && rect.bottom &lt; 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 &lt; this.bounds.bottom && rect.bottom &lt; 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.
*
* @method Phaser.QuadTree#retrieve
* @param {Phaser.Sprite} sprite - The sprite to check against.
* @return {array} - Array with all detected objects.
*/
retrieve: function (sprite) {
var returnObjects = this.objects;
sprite.body.quadTreeIndex = this.getIndex(sprite.body);
// Temp store for the node IDs this sprite is in, we can use this for fast elimination later
// sprite.body.quadTreeIDs.push(this.ID);
if (this.nodes[0])
{
// if rect fits into a subnode ..
if (sprite.body.quadTreeIndex !== -1)
{
returnObjects = returnObjects.concat(this.nodes[sprite.body.quadTreeIndex].retrieve(sprite));
}
else
{
// if rect does not fit into a subnode, check it against all subnodes (unrolled for speed)
returnObjects = returnObjects.concat(this.nodes[0].retrieve(sprite));
returnObjects = returnObjects.concat(this.nodes[1].retrieve(sprite));
returnObjects = returnObjects.concat(this.nodes[2].retrieve(sprite));
returnObjects = returnObjects.concat(this.nodes[3].retrieve(sprite));
}
}
return returnObjects;
},
/*
* Clear the quadtree.
* @method Phaser.QuadTree#clear
*/
clear: function () {
this.objects = [];
for (var i = 0, len = this.nodes.length; i &lt; len; i++)
{
if (this.nodes[i])
{
this.nodes[i].clear();
delete this.nodes[i];
}
}
}
};
Phaser.QuadTree.prototype.constructor = Phaser.QuadTree;
</pre>
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