phaser/docs/Polygon.js.html
2014-07-18 12:45:51 +01:00

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<h1 class="page-title">Source: geom/Polygon.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @author Adrien Brault &lt;adrien.brault@gmail.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new Polygon. You have to provide a list of points.
* This can be an array of Points that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...],
* or the arguments passed can be all the points of the polygon e.g. `new Phaser.Polygon(new Phaser.Point(), new Phaser.Point(), ...)`, or the
* arguments passed can be flat x,y values e.g. `new Phaser.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are numbers.
*
* @class Phaser.Polygon
* @classdesc The polygon represents a list of orderded points in space
* @constructor
* @param {Array&lt;Phaser.Point>|Array&lt;number>} points - The array of Points.
*/
Phaser.Polygon = function (points) {
/**
* @property {number} type - The base object type.
*/
this.type = Phaser.POLYGON;
//if points isn't an array, use arguments as the array
if (!(points instanceof Array))
{
points = Array.prototype.slice.call(arguments);
}
//if this is a flat array of numbers, convert it to points
if (typeof points[0] === 'number')
{
var p = [];
for (var i = 0, len = points.length; i &lt; len; i += 2)
{
p.push(new Phaser.Point(points[i], points[i + 1]));
}
points = p;
}
/**
* @property {array&lt;Phaser.Point>|array&lt;number>} points - The array of vertex Points.
* @private
*/
this._points = points;
};
Phaser.Polygon.prototype = {
/**
* Creates a clone of this polygon.
*
* @method Phaser.Polygon#clone
* @return {Phaser.Polygon} A copy of the polygon.
*/
clone: function () {
var points = [];
for (var i=0; i &lt; this.points.length; i++)
{
points.push(this.points[i].clone());
}
return new Phaser.Polygon(points);
},
/**
* Checks whether the x and y coordinates are contained within this polygon.
*
* @method Phaser.Polygon#contains
* @param {number} x - The X value of the coordinate to test.
* @param {number} y - The Y value of the coordinate to test.
* @return {boolean} True if the coordinates are within this polygon, otherwise false.
*/
contains: function (x, y) {
var inside = false;
// use some raycasting to test hits https://github.com/substack/point-in-polygon/blob/master/index.js
for (var i = 0, j = this.points.length - 1; i &lt; this.points.length; j = i++)
{
var xi = this.points[i].x;
var yi = this.points[i].y;
var xj = this.points[j].x;
var yj = this.points[j].y;
var intersect = ((yi > y) !== (yj > y)) && (x &lt; (xj - xi) * (y - yi) / (yj - yi) + xi);
if (intersect)
{
inside = !inside;
}
}
return inside;
}
};
Phaser.Polygon.prototype.constructor = Phaser.Polygon;
/*
* Sets and modifies the points of this polygon.
*
* @name Phaser.Polygon#points
* @property {array&lt;Phaser.Point>|array&lt;number>} points - The array of vertex points
*/
Object.defineProperty(Phaser.Polygon.prototype, 'points', {
get: function() {
return this._points;
},
set: function(points) {
//if points isn't an array, use arguments as the array
if (!(points instanceof Array))
{
points = Array.prototype.slice.call(arguments);
}
//if this is a flat array of numbers, convert it to points
if (typeof points[0] === 'number')
{
var p = [];
for (var i = 0, len = points.length; i &lt; len; i += 2)
{
p.push(new Phaser.Point(points[i], points[i + 1]));
}
points = p;
}
this._points = points;
}
});
/**
* Returns the area of the polygon.
*
* @name Phaser.Circle#right
* @readonly
*/
Object.defineProperty(Phaser.Polygon.prototype, 'area', {
get: function() {
var p1;
var p2;
var avgHeight;
var width;
var i;
var y0 = Number.MAX_VALUE;
var area = 0;
// Find lowest boundary
for (i = 0; i &lt; this.points.length; i++)
{
if (this.points[i].y &lt; y0)
{
y0 = this.points[i].y;
}
}
for (i = 0; i&lt; this.points.length; i++)
{
p1 = this.points[i];
if (i === this.points.length - 1)
{
p2 = this.points[0];
}
else
{
p2 = this.points[i+1];
}
avgHeight = ((p1.y - y0) + (p2.y - y0)) / 2;
width = p1.x - p2.x;
area += avgHeight * width;
}
return area;
}
});
// Because PIXI uses its own Polygon, we'll replace it with ours to avoid duplicating code or confusion.
PIXI.Polygon = Phaser.Polygon;
</pre>
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