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HTML
1752 lines
51 KiB
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Path.html">Path</a>
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<a href="Phaser.PathPoint.html">PathPoint</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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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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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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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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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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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>
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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>
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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>
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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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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.Plugin.PathManager.html">PathManager</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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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.Rope.html">Rope</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.Weapon.html">Weapon</a>
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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<li class="class-depth-2">
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<a href="PIXI.Phaser.GraphicsData.html">Phaser.GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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<li class="class-depth-2">
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Sprite.html">Sprite</a>
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<li class="class-depth-1">
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<a href="PIXI.StripShader.html">StripShader</a>
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<li class="class-depth-1">
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<a href="PIXI.Texture.html">Texture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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</li>
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</ul>
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<li class="dropdown">
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-0">
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#arc">arc</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#AUTO">AUTO</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#beginFill">beginFill</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#bezierCurveTo">bezierCurveTo</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#blendModes">blendModes</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#BUTTON">BUTTON</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CANVAS">CANVAS</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CENTER">CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CIRCLE">CIRCLE</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#clear">clear</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CREATURE">CREATURE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#destroyCachedSprite">destroyCachedSprite</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#displayList">displayList</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#drawCircle">drawCircle</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#drawEllipse">drawEllipse</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#drawPolygon">drawPolygon</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#drawRect">drawRect</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#drawRoundedRect">drawRoundedRect</a>
|
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</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#drawShape">drawShape</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#ELLIPSE">ELLIPSE</a>
|
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</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#emit">emit</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#EMITTER">EMITTER</a>
|
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</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#endFill">endFill</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#GAMES">GAMES</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#generateTexture">generateTexture</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#getBounds">getBounds</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#getLocalBounds">getLocalBounds</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#GRAPHICS">GRAPHICS</a>
|
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</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#GROUP">GROUP</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#HEADLESS">HEADLESS</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#IMAGE">IMAGE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LEFT">LEFT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#LINE">LINE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#lineStyle">lineStyle</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#lineTo">lineTo</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#listeners">listeners</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#MATRIX">MATRIX</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#moveTo">moveTo</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#NONE">NONE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#off">off</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#on">on</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#once">once</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
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</li>
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|
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<li class="class-depth-2">
|
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<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
|
</li>
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<li class="class-depth-0">
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<a href="global.html#POINT">POINT</a>
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<a href="global.html#quadraticCurveTo">quadraticCurveTo</a>
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<a href="global.html#RECTANGLE">RECTANGLE</a>
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<a href="global.html#WEBGL_MULTI">WEBGL_MULTI</a>
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
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</div>
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<div class="row-fluid">
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<div class="span12">
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<div id="main">
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|
|
|
|
|
|
<h1 class="page-title">Source: src/math/QuadTree.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Timo Hausmann
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* 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/
|
|
*
|
|
* @class Phaser.QuadTree
|
|
* @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) {
|
|
|
|
/**
|
|
* @property {number} maxObjects - The maximum number of objects per node.
|
|
* @default
|
|
*/
|
|
this.maxObjects = 10;
|
|
|
|
/**
|
|
* @property {number} maxLevels - The maximum number of levels to break down to.
|
|
* @default
|
|
*/
|
|
this.maxLevels = 4;
|
|
|
|
/**
|
|
* @property {number} level - The current level.
|
|
*/
|
|
this.level = 0;
|
|
|
|
/**
|
|
* @property {object} bounds - Object that contains the quadtree bounds.
|
|
*/
|
|
this.bounds = {};
|
|
|
|
/**
|
|
* @property {array} objects - Array of quadtree children.
|
|
*/
|
|
this.objects = [];
|
|
|
|
/**
|
|
* @property {array} nodes - Array of associated child nodes.
|
|
*/
|
|
this.nodes = [];
|
|
|
|
/**
|
|
* @property {array} _empty - Internal empty array.
|
|
* @private
|
|
*/
|
|
this._empty = [];
|
|
|
|
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>
|
|
</article>
|
|
</section>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
|
|
Phaser Copyright © 2012-2016 Photon Storm Ltd.
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</span>
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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 3.4.3</a>
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on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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