From 2758b5a2b9dcaecfb6fd0430875075b4a9eadb02 Mon Sep 17 00:00:00 2001 From: lewster32 Date: Mon, 18 Aug 2014 17:42:58 +0100 Subject: [PATCH] Added depth sorting methods to Projector (simple and topological). Added derived bounding cube to IsoSprites. Removed tweaks to IsoArcade collision handlers to make it act like original. Fixed Octree and QuadTree. --- dist/phaser-plugin-isometric.js | 265 ++++++++++++++++++++++++++-- dist/phaser-plugin-isometric.min.js | 6 +- package.json | 2 +- src/IsoSprite.js | 134 +++++++++++++- src/Isometric.js | 2 +- src/Octree.js | 17 +- src/Projector.js | 92 ++++++++++ src/physics/World.js | 19 +- 8 files changed, 498 insertions(+), 39 deletions(-) diff --git a/dist/phaser-plugin-isometric.js b/dist/phaser-plugin-isometric.js index 524d68e..dce58c0 100644 --- a/dist/phaser-plugin-isometric.js +++ b/dist/phaser-plugin-isometric.js @@ -53,7 +53,7 @@ Phaser.Plugin.Isometric = function (game, parent) { Phaser.Plugin.Isometric.prototype = Object.create(Phaser.Plugin.prototype); Phaser.Plugin.Isometric.prototype.constructor = Phaser.Plugin.Isometric; -Phaser.Plugin.Isometric.VERSION = '0.7.5'; +Phaser.Plugin.Isometric.VERSION = '0.8.0'; // Directional consts Phaser.Plugin.Isometric.UP = 0; @@ -721,7 +721,20 @@ Phaser.Plugin.Isometric.IsoSprite = function (game, x, y, z, key, frame) { */ this._isoPositionChanged = true; + /** + * @property {boolean} _isoBoundsChanged - Internal invalidation control for isometric bounds. + * @readonly + * @private + */ + this._isoBoundsChanged = true; + this._project(); + + /** + * @property {Phaser.Plugin.Isometric.Cube} _isoBounds - Internal derived 3D bounds. + * @private + */ + this._isoBounds = this.resetIsoBounds(); }; Phaser.Plugin.Isometric.IsoSprite.prototype = Object.create(Phaser.Sprite.prototype); @@ -754,10 +767,29 @@ Phaser.Plugin.Isometric.IsoSprite.prototype._project = function () { this.position.y = Phaser.Math.snapTo(this.position.y, this.snap); } - this._isoPositionChanged = false; + this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; } }; +Phaser.Plugin.Isometric.IsoSprite.prototype.resetIsoBounds = function () { + if (typeof this._isoBounds === "undefined") { + this._isoBounds = new Phaser.Plugin.Isometric.Cube(); + } + + var asx = Math.abs(this.scale.x); + var asy = Math.abs(this.scale.y); + + this._isoBounds.widthX = (Math.abs(this.width) * 0.5) * asx; + this._isoBounds.widthY = (Math.abs(this.width) * 0.5) * asx; + this._isoBounds.height = (Math.abs(this.height) - (Math.abs(this.width) * 0.5)) * asy; + + this._isoBounds.x = this.isoX + (this._isoBounds.widthX * -this.anchor.x) + this._isoBounds.widthX * 0.5; + this._isoBounds.y = this.isoY + (this._isoBounds.widthY * this.anchor.x) - this._isoBounds.widthY * 0.5; + this._isoBounds.z = this.isoZ - (Math.abs(this.height) * (1 - this.anchor.y)) + (Math.abs(this.width * 0.5)); + + return this._isoBounds; +}; + /** * The axonometric position of the IsoSprite on the x axis. Increasing the x coordinate will move the object down and to the right on the screen. * @@ -770,7 +802,7 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoX", { }, set: function (value) { this._isoPosition.x = value; - this._depthChanged = this._isoPositionChanged = true; + this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; } }); @@ -786,7 +818,7 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoY", { }, set: function (value) { this._isoPosition.y = value; - this._depthChanged = this._isoPositionChanged = true; + this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; } }); @@ -802,7 +834,7 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoZ", { }, set: function (value) { this._isoPosition.z = value; - this._depthChanged = this._isoPositionChanged = true; + this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; } }); @@ -810,7 +842,7 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoZ", { * A Point3 object representing the axonometric position of the IsoSprite. * * @name Phaser.Plugin.Isometric.IsoSprite#isoPosition - * @property {Point3} isoPosition - The axonometric position of the IsoSprite on the z axis. + * @property {Point3} isoPosition - The axonometric position of the IsoSprite. * @readonly */ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoPosition", { @@ -819,6 +851,23 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoPosition" } }); +/** + * A Cube object representing the derived boundsof the IsoSprite. + * + * @name Phaser.Plugin.Isometric.IsoSprite#isoBounds + * @property {Point3} isoBounds - The derived 3D bounds of the IsoSprite. + * @readonly + */ +Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoBounds", { + get: function () { + if (this._isoBoundsChanged) { + this.resetIsoBounds(); + this._isoBoundsChanged = false; + } + return this._isoBounds; + } +}); + /** * The non-unit distance of the IsoSprite from the 'front' of the scene. Used to correctly depth sort a group of IsoSprites. * @@ -876,7 +925,81 @@ Phaser.GameObjectFactory.prototype.isoSprite = function (x, y, z, key, frame, gr return group.add(new Phaser.Plugin.Isometric.IsoSprite(this.game, x, y, z, key, frame)); }; -;/** + +Phaser.Utils.Debug.prototype.isoSprite = function (sprite, color, filled) { + + if (!sprite.isoBounds) { + return; + } + + if (typeof filled === 'undefined') { + filled = true; + } + + color = color || 'rgba(0,255,0,0.4)'; + + + var points = [], + corners = sprite.isoBounds.getCorners(); + + var posX = -sprite.game.camera.x; + var posY = -sprite.game.camera.y; + + this.start(); + + if (filled) { + points = [corners[1], corners[3], corners[2], corners[6], corners[4], corners[5], corners[1]]; + + points = points.map(function (p) { + var newPos = this.game.iso.project(p); + newPos.x += posX; + newPos.y += posY; + return newPos; + }); + this.context.beginPath(); + this.context.fillStyle = color; + this.context.moveTo(points[0].x, points[0].y); + + for (var i = 1; i < points.length; i++) { + this.context.lineTo(points[i].x, points[i].y); + } + this.context.fill(); + } else { + points = corners.slice(0, corners.length); + points = points.map(function (p) { + var newPos = this.game.iso.project(p); + newPos.x += posX; + newPos.y += posY; + return newPos; + }); + + this.context.moveTo(points[0].x, points[0].y); + this.context.beginPath(); + this.context.strokeStyle = color; + + this.context.lineTo(points[1].x, points[1].y); + this.context.lineTo(points[3].x, points[3].y); + this.context.lineTo(points[2].x, points[2].y); + this.context.lineTo(points[6].x, points[6].y); + this.context.lineTo(points[4].x, points[4].y); + this.context.lineTo(points[5].x, points[5].y); + this.context.lineTo(points[1].x, points[1].y); + this.context.lineTo(points[0].x, points[0].y); + this.context.lineTo(points[4].x, points[4].y); + this.context.moveTo(points[0].x, points[0].y); + this.context.lineTo(points[2].x, points[2].y); + this.context.moveTo(points[3].x, points[3].y); + this.context.lineTo(points[7].x, points[7].y); + this.context.lineTo(points[6].x, points[6].y); + this.context.moveTo(points[7].x, points[7].y); + this.context.lineTo(points[5].x, points[5].y); + this.context.stroke(); + this.context.closePath(); + } + + this.stop(); + +};;/** * Octree Constructor * * @class Phaser.Plugin.Isometric.Octree @@ -1046,10 +1169,10 @@ Phaser.Plugin.Isometric.Octree.prototype = { var index; // if we have subnodes ... - if (this.nodes[0] !== null) { + if (this.nodes[0] != null) { index = this.getIndex(body); - if (index !== -1) { + if (index != -1) { this.nodes[index].insert(body); return; } @@ -1059,7 +1182,7 @@ Phaser.Plugin.Isometric.Octree.prototype = { if (this.objects.length > this.maxObjects && this.level < this.maxLevels) { // Split if we don't already have subnodes - if (this.nodes[0] === null) { + if (this.nodes[0] == null) { this.split(); } @@ -1067,7 +1190,7 @@ Phaser.Plugin.Isometric.Octree.prototype = { while (i < this.objects.length) { index = this.getIndex(this.objects[i]); - if (index !== -1) { + if (index != -1) { // this is expensive - see what we can do about it this.nodes[index].insert(this.objects.splice(i, 1)[0]); } else { @@ -1224,9 +1347,16 @@ Phaser.Utils.Debug.prototype.octree = function (octree, color) { var cube = new Phaser.Plugin.Isometric.Cube(bounds.x, bounds.y, bounds.z, bounds.widthX, bounds.widthY, bounds.height); var corners = cube.getCorners(); + var posX = -this.game.camera.x; + var posY = -this.game.camera.y; + points = corners.slice(0, corners.length); + points = points.map(function (p) { - return this.game.iso.project(p); + var newPos = this.game.iso.project(p); + newPos.x += posX; + newPos.y += posY; + return newPos; }); this.context.moveTo(points[0].x, points[0].y); @@ -1638,6 +1768,98 @@ Phaser.Plugin.Isometric.Projector.prototype = { out.y += this.game.world.height * this.anchor.y; return out; + }, + + /** + * Perform a simple depth sort on all IsoSprites in the passed group. This function is fast and will accurately sort items on a single z-plane, but breaks down when items are above/below one another in certain configurations. + * + * @method Phaser.Plugin.Isometric.Projector#simpleSort + * @param {Phaser.Group} group - A group of IsoSprites to sort. + */ + simpleSort: function(group) { + group.sort("depth"); + }, + + /** + * Perform a volume-based topological sort on all IsoSprites in the passed group or array. Will use the body if available, otherwise it will use an automatically generated bounding cube. If a group is passed, Phaser.Group#sort is automatically called on the specified property. + * Routine adapted from this tutorial: http://mazebert.com/2013/04/18/isometric-depth-sorting/ + * + * @method Phaser.Plugin.Isometric.Projector#topologicalSort + * @param {Phaser.Group|array} group - A group or array of IsoSprites to sort. + * @param {number} [padding] - The amount of extra tolerance in the depth sorting; larger values reduce flickering when objects collide, but also introduce inaccuracy when objects are close. Defaults to 1.5. + * @param {string} [prop] - The property to store the depth information on. If not specified, it will default to 'isoDepth'. + */ + topologicalSort: function (group, padding, prop) { + var children, isGroup; + + if (group instanceof Phaser.Group) { + children = group.children; + isGroup = true; + } + else if (group.length) { + children = group; + } + else { + return; + } + + prop = prop || "isoDepth"; + + if (typeof padding === "undefined") { + padding = 1.5; + } + else { + padding = padding; + } + + var a, b, i, j, bounds, behindIndex, len = children.length; + + for (i = 0; i < len; i++) { + a = children[i]; + behindIndex = 0; + if (!a.isoSpritesBehind) { + a.isoSpritesBehind = []; + } + + for (j = 0; j < len; j++) { + if (i != j) { + b = children[j]; + bounds = a.body || a.isoBounds; + if (b._isoPosition.x + padding < bounds.frontX - padding && b._isoPosition.y + padding < bounds.frontY - padding && b._isoPosition.z + padding < bounds.top - padding) { + a.isoSpritesBehind[behindIndex++] = b; + } + } + } + a.isoVisitedFlag = false; + } + + var _sortDepth = 0; + + function visitNode(node) { + if (node.isoVisitedFlag === false) { + node.isoVisitedFlag = true; + var spritesBehindLength = node.isoSpritesBehind.length; + for (var k = 0; k < spritesBehindLength; k++) { + if (node.isoSpritesBehind[k] === null) { + break; + } + else { + visitNode(node.isoSpritesBehind[k]); + node.isoSpritesBehind[k] = null; + } + } + + node[prop] = _sortDepth++; + } + } + + for (i = 0; i < len; i++) { + visitNode(children[i]); + } + + if (isGroup) { + group.sort(prop); + } } }; @@ -3155,7 +3377,14 @@ Phaser.Plugin.Isometric.Arcade.prototype = { this._result = false; this._total = 0; - this.collideHandler(object1, object2, collideCallback, processCallback, callbackContext, false); + if (Array.isArray(object2)) { + for (var i = 0, len = object2.length; i < len; i++) { + this.collideHandler(object1, object2[i], collideCallback, processCallback, callbackContext, false); + } + } + else { + this.collideHandler(object1, object2, collideCallback, processCallback, callbackContext, false); + } return (this._total > 0); @@ -3176,25 +3405,25 @@ Phaser.Plugin.Isometric.Arcade.prototype = { collideHandler: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly) { // Only collide valid objects - if (!object2 && (object1.type === Phaser.GROUP || Array.isArray(object1))) { + if (!object2 && object1.type === Phaser.GROUP) { this.collideGroupVsSelf(object1, collideCallback, processCallback, callbackContext, overlapOnly); return; } - if (object1 && object2 && (object1.exists || object1.length) && (object2.exists || object2.length)) { + if (object1 && object2 && object1.exists && object2.exists) { // ISOSPRITES if (object1.type === Phaser.Plugin.Isometric.ISOSPRITE) { if (object2.type === Phaser.Plugin.Isometric.ISOSPRITE) { this.collideSpriteVsSprite(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); - } else if (object2.type === Phaser.GROUP || Array.isArray(object2)) { + } else if (object2.type === Phaser.GROUP) { this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); } } // GROUPS - else if (object1.type === Phaser.GROUP || Array.isArray(object1)) { + else if (object1.type === Phaser.GROUP) { if (object2.type === Phaser.Plugin.Isometric.ISOSPRITE) { this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly); - } else if (object2.type === Phaser.GROUP || Array.isArray(object2)) { + } else if (object2.type === Phaser.GROUP) { this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); } } diff --git a/dist/phaser-plugin-isometric.min.js b/dist/phaser-plugin-isometric.min.js index 6754788..2989018 100644 --- a/dist/phaser-plugin-isometric.min.js +++ b/dist/phaser-plugin-isometric.min.js @@ -1,3 +1,3 @@ -/* Phaser Isometric 0.7.5 - 12-08-2014 by Lewis Lane */ -Phaser.Plugin.Isometric=function(a,b){Phaser.Plugin.call(this,a,b),this.game.iso=this.game.iso||new Phaser.Plugin.Isometric.Projector(this.game,Phaser.Plugin.Isometric.CLASSIC)},Phaser.Plugin.Isometric.prototype=Object.create(Phaser.Plugin.prototype),Phaser.Plugin.Isometric.prototype.constructor=Phaser.Plugin.Isometric,Phaser.Plugin.Isometric.VERSION="0.7.5",Phaser.Plugin.Isometric.UP=0,Phaser.Plugin.Isometric.DOWN=1,Phaser.Plugin.Isometric.FORWARDX=2,Phaser.Plugin.Isometric.FORWARDY=3,Phaser.Plugin.Isometric.BACKWARDX=4,Phaser.Plugin.Isometric.BACKWARDY=5,Phaser.Plugin.Isometric.ISOSPRITE="isosprite",Phaser.Plugin.Isometric.ISOARCADE="isoarcade",Phaser.Plugin.Isometric.CLASSIC=.5,Phaser.Plugin.Isometric.TRUE=.6154797093263624,Phaser.Plugin.Isometric.Cube=function(a,b,c,d,e,f){a=a||0,b=b||0,c=c||0,d=d||0,e=e||0,f=f||0,this.x=a,this.y=b,this.z=c,this.widthX=d,this.widthY=e,this.height=f,this._corners=[new Phaser.Plugin.Isometric.Point3(this.x,this.y,this.z),new Phaser.Plugin.Isometric.Point3(this.x,this.y,this.z+this.height),new Phaser.Plugin.Isometric.Point3(this.x,this.y+this.widthY,this.z),new Phaser.Plugin.Isometric.Point3(this.x,this.y+this.widthY,this.z+this.height),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y,this.z),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y,this.z+this.height),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y+this.widthY,this.z),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y+this.widthY,this.z+this.height)]},Phaser.Plugin.Isometric.Cube.prototype.constructor=Phaser.Plugin.Isometric.Cube,Phaser.Plugin.Isometric.Cube.prototype={setTo:function(a,b,c,d,e,f){return this.x=a,this.y=b,this.z=c,this.widthX=d,this.widthY=e,this.height=f,this},copyFrom:function(a){this.setTo(a.x,a.y,a.z,a.widthX,a.widthY,a.height)},copyTo:function(a){return a.x=this.x,a.y=this.y,a.z=this.z,a.widthX=this.widthX,a.widthY=this.widthY,a.height=this.height,a},size:function(a){return Phaser.Plugin.Isometric.Cube.size(this,a)},clone:function(a){return Phaser.Plugin.Isometric.Cube.clone(this,a)},intersects:function(a){return Phaser.Plugin.Isometric.Cube.intersects(this,a)},getCorners:function(){return this._corners[0].setTo(this.x,this.y,this.z),this._corners[1].setTo(this.x,this.y,this.z+this.height),this._corners[2].setTo(this.x,this.y+this.widthY,this.z),this._corners[3].setTo(this.x,this.y+this.widthY,this.z+this.height),this._corners[4].setTo(this.x+this.widthX,this.y,this.z),this._corners[5].setTo(this.x+this.widthX,this.y,this.z+this.height),this._corners[6].setTo(this.x+this.widthX,this.y+this.widthY,this.z),this._corners[7].setTo(this.x+this.widthX,this.y+this.widthY,this.z+this.height),this._corners},toString:function(){return"[{Cube (x="+this.x+" y="+this.y+" z="+this.z+" widthX="+this.widthX+" widthY="+this.widthY+" height="+this.height+" empty="+this.empty+")}]"}},Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"halfWidthX",{get:function(){return Math.round(.5*this.widthX)}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"halfWidthY",{get:function(){return Math.round(.5*this.widthY)}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"halfHeight",{get:function(){return Math.round(.5*this.height)}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"bottom",{get:function(){return this.z},set:function(a){this.height=a>=this.top?0:this.top-a,this.z=a}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"top",{get:function(){return this.z+this.height},set:function(a){this.height=a<=this.z?0:a-this.z}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"backX",{get:function(){return this.x},set:function(a){this.widthX=a>=this.frontX?0:this.frontX-a,this.x=a}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"backY",{get:function(){return this.y},set:function(a){this.widthY=a>=this.frontY?0:this.frontY-a,this.y=a}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"frontX",{get:function(){return this.x+this.widthX},set:function(a){this.widthX=a<=this.x?0:a-this.x}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"frontY",{get:function(){return this.y+this.widthY},set:function(a){this.widthY=a<=this.y?0:a-this.y}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"volume",{get:function(){return this.widthX*this.widthY*this.height}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"centerX",{get:function(){return this.x+this.halfWidthX},set:function(a){this.x=a-this.halfWidthX}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"centerY",{get:function(){return this.y+this.halfWidthY},set:function(a){this.y=a-this.halfWidthY}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"centerZ",{get:function(){return this.z+this.halfHeight},set:function(a){this.z=a-this.halfHeight}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"randomX",{get:function(){return this.x+Math.random()*this.widthX}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"randomY",{get:function(){return this.y+Math.random()*this.widthY}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"randomZ",{get:function(){return this.z+Math.random()*this.height}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"empty",{get:function(){return!this.widthX||!this.widthY||!this.height},set:function(a){a===!0&&this.setTo(0,0,0,0,0,0)}}),Phaser.Plugin.Isometric.Cube.size=function(a,b){return"undefined"==typeof b||null===b?b=new Phaser.Plugin.Isometric.Point3(a.widthX,a.widthY,a.height):b.setTo(a.widthX,a.widthY,a.height),b},Phaser.Plugin.Isometric.Cube.clone=function(a,b){return"undefined"==typeof b||null===b?b=new Phaser.Plugin.Isometric.Cube(a.x,a.y,a.z,a.widthX,a.widthY,a.height):b.setTo(a.x,a.y,a.z,a.widthX,a.widthY,a.height),b},Phaser.Plugin.Isometric.Cube.contains=function(a,b,c,d){return a.widthX<=0||a.widthY<=0||a.height<=0?!1:b>=a.x&&b<=a.right&&c>=a.y&&c<=a.back&&d>=a.z&&d<=a.top},Phaser.Plugin.Isometric.Cube.containsPoint3=function(a,b){return Phaser.Plugin.Isometric.Cube.contains(a,b.x,b.y,b.z)},Phaser.Plugin.Isometric.Cube.containsCube=function(a,b){return a.volume>b.volume?!1:a.x>=b.x&&a.y>=b.y&&a.z>=b.z&&a.frontX<=b.frontX&&a.frontY<=b.frontY&&a.top<=b.top},Phaser.Plugin.Isometric.Cube.intersects=function(a,b){return a.widthX<=0||a.widthY<=0||a.height<=0||b.widthX<=0||b.widthY<=0||b.height<=0?!1:!(a.frontXb.frontX||a.y>b.frontY||a.z>b.top||a.top0&&(this.position.x=Phaser.Math.snapTo(this.position.x,this.snap),this.position.y=Phaser.Math.snapTo(this.position.y,this.snap)),this._isoPositionChanged=!1)},Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype,"isoX",{get:function(){return this._isoPosition.x},set:function(a){this._isoPosition.x=a,this._depthChanged=this._isoPositionChanged=!0}}),Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype,"isoY",{get:function(){return this._isoPosition.y},set:function(a){this._isoPosition.y=a,this._depthChanged=this._isoPositionChanged=!0}}),Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype,"isoZ",{get:function(){return this._isoPosition.z},set:function(a){this._isoPosition.z=a,this._depthChanged=this._isoPositionChanged=!0}}),Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype,"isoPosition",{get:function(){return this._isoPosition}}),Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype,"depth",{get:function(){return this._depthChanged===!0&&(this._depth=this._isoPosition.x+this._isoPosition.y+1.25*this._isoPosition.z,this._depthChanged=!1),this._depth}}),Phaser.GameObjectCreator.prototype.isoSprite=function(a,b,c,d,e){return new Phaser.Plugin.Isometric.IsoSprite(this.game,a,b,c,d,e)},Phaser.GameObjectFactory.prototype.isoSprite=function(a,b,c,d,e,f){return"undefined"==typeof f&&(f=this.world),f.add(new Phaser.Plugin.Isometric.IsoSprite(this.game,a,b,c,d,e))},Phaser.Plugin.Isometric.Octree=function(a,b,c,d,e,f,g,h,i){this.maxObjects=10,this.maxLevels=4,this.level=0,this.bounds={},this.objects=[],this.nodes=[],this._empty=[],this.reset(a,b,c,d,e,f,g,h,i)},Phaser.Plugin.Isometric.Octree.prototype={reset:function(a,b,c,d,e,f,g,h,i){this.maxObjects=g||10,this.maxLevels=h||4,this.level=i||0,this.bounds={x:Math.round(a),y:Math.round(b),z:Math.round(c),widthX:d,widthY:e,height:f,subWidthX:Math.floor(.5*d),subWidthY:Math.floor(.5*e),subHeight:Math.floor(.5*f),frontX:Math.round(a)+Math.floor(.5*d),frontY:Math.round(b)+Math.floor(.5*e),top:Math.round(c)+Math.floor(.5*f)},this.objects.length=0,this.nodes.length=0},populate:function(a){a.forEach(this.populateHandler,this,!0)},populateHandler:function(a){a.body&&a.exists&&this.insert(a.body)},split:function(){this.nodes[0]=new Phaser.Plugin.Isometric.Octree(this.bounds.x,this.bounds.y,this.bounds.z,this.bounds.subWidthX,this.bounds.subWidthY,this.bounds.subHeight,this.maxLevels,this.level+1),this.nodes[1]=new Phaser.Plugin.Isometric.Octree(this.bounds.frontX,this.bounds.y,this.bounds.z,this.bounds.subWidthX,this.bounds.subWidthY,this.bounds.subHeight,this.maxLevels,this.level+1),this.nodes[2]=new Phaser.Plugin.Isometric.Octree(this.bounds.x,this.bounds.frontY,this.bounds.z,this.bounds.subWidthX,this.bounds.subWidthY,this.bounds.subHeight,this.maxLevels,this.level+1),this.nodes[3]=new Phaser.Plugin.Isometric.Octree(this.bounds.frontX,this.bounds.frontY,this.bounds.z,this.bounds.subWidthX,this.bounds.subWidthY,this.bounds.subHeight,this.maxLevels,this.level+1),this.nodes[4]=new Phaser.Plugin.Isometric.Octree(this.bounds.x,this.bounds.y,this.bounds.top,this.bounds.subWidthX,this.bounds.subWidthY,this.bounds.subHeight,this.maxLevels,this.level+1),this.nodes[5]=new Phaser.Plugin.Isometric.Octree(this.bounds.frontX,this.bounds.y,this.bounds.top,this.bounds.subWidthX,this.bounds.subWidthY,this.bounds.subHeight,this.maxLevels,this.level+1),this.nodes[6]=new Phaser.Plugin.Isometric.Octree(this.bounds.x,this.bounds.frontY,this.bounds.top,this.bounds.subWidthX,this.bounds.subWidthY,this.bounds.subHeight,this.maxLevels,this.level+1),this.nodes[7]=new Phaser.Plugin.Isometric.Octree(this.bounds.frontX,this.bounds.frontY,this.bounds.top,this.bounds.subWidthX,this.bounds.subWidthY,this.bounds.subHeight,this.maxLevels,this.level+1)},insert:function(a){var b,c=0;if(null!==this.nodes[0]&&(b=this.getIndex(a),-1!==b))return void this.nodes[b].insert(a);if(this.objects.push(a),this.objects.length>this.maxObjects&&this.levelthis.bounds.top&&(b=4):a.y>this.bounds.frontY&&(a.zthis.bounds.top&&(b=6)):a.x>this.bounds.frontX&&(a.ythis.bounds.top&&(b=5):a.y>this.bounds.frontY&&(a.zthis.bounds.top&&(b=7))),b},retrieve:function(a){var b,c;if(a instanceof Phaser.Plugin.Isometric.Cube)b=this.objects,c=this.getIndex(a);else{if(!a.body)return this._empty;b=this.objects,c=this.getIndex(a.body)}return this.nodes[0]&&(-1!==c?b=b.concat(this.nodes[c].retrieve(a)):(b=b.concat(this.nodes[0].retrieve(a)),b=b.concat(this.nodes[1].retrieve(a)),b=b.concat(this.nodes[2].retrieve(a)),b=b.concat(this.nodes[3].retrieve(a)),b=b.concat(this.nodes[4].retrieve(a)),b=b.concat(this.nodes[5].retrieve(a)),b=b.concat(this.nodes[6].retrieve(a)),b=b.concat(this.nodes[7].retrieve(a)))),b},clear:function(){this.objects.length=0;for(var a=this.nodes.length;a--;)this.nodes[a].clear(),this.nodes.splice(a,1);this.nodes.length=0}},Phaser.Plugin.Isometric.Octree.prototype.constructor=Phaser.Plugin.Isometric.Octree,Phaser.Utils.Debug.prototype.octree=function(a,b){b=b||"rgba(255,0,0,0.3)",this.start();var c,d,e=a.bounds;if(0===a.nodes.length){this.context.strokeStyle=b;var f=new Phaser.Plugin.Isometric.Cube(e.x,e.y,e.z,e.widthX,e.widthY,e.height),g=f.getCorners();for(d=g.slice(0,g.length),d=d.map(function(a){return this.game.iso.project(a)}),this.context.moveTo(d[0].x,d[0].y),this.context.beginPath(),this.context.strokeStyle=b,this.context.lineTo(d[1].x,d[1].y),this.context.lineTo(d[3].x,d[3].y),this.context.lineTo(d[2].x,d[2].y),this.context.lineTo(d[6].x,d[6].y),this.context.lineTo(d[4].x,d[4].y),this.context.lineTo(d[5].x,d[5].y),this.context.lineTo(d[1].x,d[1].y),this.context.lineTo(d[0].x,d[0].y),this.context.lineTo(d[4].x,d[4].y),this.context.moveTo(d[0].x,d[0].y),this.context.lineTo(d[2].x,d[2].y),this.context.moveTo(d[3].x,d[3].y),this.context.lineTo(d[7].x,d[7].y),this.context.lineTo(d[6].x,d[6].y),this.context.moveTo(d[7].x,d[7].y),this.context.lineTo(d[5].x,d[5].y),this.context.stroke(),this.context.closePath(),c=0;c0&&(this.facing=Phaser.Plugin.Isometric.FORWARDX),this.deltaY()<0?this.facing=Phaser.Plugin.Isometric.BACKWARDY:this.deltaY()>0&&(this.facing=Phaser.Plugin.Isometric.FORWARDY),this.deltaZ()<0?this.facing=Phaser.Plugin.Isometric.DOWN:this.deltaZ()>0&&(this.facing=Phaser.Plugin.Isometric.UP),this.moves&&(this._dx=this.deltaX(),this._dy=this.deltaY(),this._dz=this.deltaZ(),0!==this.deltaMax.x&&0!==this._dx&&(this._dx<0&&this._dx<-this.deltaMax.x?this._dx=-this.deltaMax.x:this._dx>0&&this._dx>this.deltaMax.x&&(this._dx=this.deltaMax.x)),0!==this.deltaMax.y&&0!==this._dy&&(this._dy<0&&this._dy<-this.deltaMax.y?this._dy=-this.deltaMax.y:this._dy>0&&this._dy>this.deltaMax.y&&(this._dy=this.deltaMax.y)),0!==this.deltaMax.z&&0!==this._dz&&(this._dz<0&&this._dz<-this.deltaMax.z?this._dz=-this.deltaMax.z:this._dz>0&&this._dz>this.deltaMax.z&&(this._dz=this.deltaMax.z)),this.sprite.isoX+=this._dx,this.sprite.isoY+=this._dy,this.sprite.isoZ+=this._dz),this.center.setTo(this.position.x+this.halfWidthX,this.position.y+this.halfWidthY,this.position.z+this.halfHeight),this.allowRotation&&(this.sprite.angle+=this.deltaR()),this.prev.x=this.position.x,this.prev.y=this.position.y,this.prev.z=this.position.z)},destroy:function(){this.sprite=null},checkWorldBounds:function(){this.position.xthis.game.physics.isoArcade.bounds.frontX&&this.game.physics.isoArcade.checkCollision.frontX&&(this.position.x=this.game.physics.isoArcade.bounds.frontX-this.widthX,this.velocity.x*=-this.bounce.x,this.blocked.frontX=!0),this.position.ythis.game.physics.isoArcade.bounds.frontY&&this.game.physics.isoArcade.checkCollision.frontY&&(this.position.y=this.game.physics.isoArcade.bounds.frontY-this.widthY,this.velocity.y*=-this.bounce.y,this.blocked.frontY=!0),this.position.zthis.game.physics.isoArcade.bounds.top&&this.game.physics.isoArcade.checkCollision.up&&(this.position.z=this.game.physics.isoArcade.bounds.top-this.height,this.velocity.z*=-this.bounce.z,this.blocked.up=!0)},setSize:function(a,b,c,d,e,f){"undefined"==typeof d&&(d=this.offset.x),"undefined"==typeof e&&(e=this.offset.y),"undefined"==typeof f&&(f=this.offset.z),this.sourceWidthX=a,this.sourceWidthY=b,this.sourceHeight=c,this.widthX=this.sourceWidthX*this._sx,this.widthY=this.sourceWidthY*this._sx,this.height=this.sourceHeight*this._sy,this.halfWidthX=Math.floor(.5*this.widthX),this.halfWidthY=Math.floor(.5*this.widthY),this.halfHeight=Math.floor(.5*this.height),this.offset.setTo(d,e,f),this.center.setTo(this.position.x+this.halfWidthX,this.position.y+this.halfWidthY,this.position.z+this.halfHeight)},reset:function(a,b,c){this.velocity.set(0),this.acceleration.set(0),this.angularVelocity=0,this.angularAcceleration=0,this.position.x=a+(this.widthX*-this.sprite.anchor.x+.5*this.widthX)+this.offset.x,this.position.y=b+(this.widthY*this.sprite.anchor.x-.5*this.widthY)+this.offset.y,this.position.z=c-Math.abs(this.sprite.height)*(1-this.sprite.anchor.y)+Math.abs(.5*this.sprite.width)+this.offset.z,this.prev.x=this.position.x,this.prev.y=this.position.y,this.prev.z=this.position.z,this.rotation=this.sprite.angle,this.preRotation=this.rotation,this._sx=this.sprite.scale.x,this._sy=this.sprite.scale.y,this.center.setTo(this.position.x+this.halfWidthX,this.position.y+this.halfWidthY,this.position.z+this.halfHeight),this.sprite._isoPositionChanged=!0},hitTest:function(a,b,c){return Phaser.Plugin.Isometric.Cube.contains(this,a,b,c)},onFloor:function(){return this.blocked.down},onWall:function(){return this.blocked.frontX||this.blocked.frontY||this.blocked.backX||this.blocked.backY},deltaAbsX:function(){return this.deltaX()>0?this.deltaX():-this.deltaX()},deltaAbsY:function(){return this.deltaY()>0?this.deltaY():-this.deltaY()},deltaAbsZ:function(){return this.deltaZ()>0?this.deltaZ():-this.deltaZ()},deltaX:function(){return this.position.x-this.prev.x},deltaY:function(){return this.position.y-this.prev.y},deltaZ:function(){return this.position.z-this.prev.z},deltaR:function(){return this.rotation-this.preRotation},getCorners:function(){return this._corners[0].setTo(this.x,this.y,this.z),this._corners[1].setTo(this.x,this.y,this.z+this.height),this._corners[2].setTo(this.x,this.y+this.widthY,this.z),this._corners[3].setTo(this.x,this.y+this.widthY,this.z+this.height),this._corners[4].setTo(this.x+this.widthX,this.y,this.z),this._corners[5].setTo(this.x+this.widthX,this.y,this.z+this.height),this._corners[6].setTo(this.x+this.widthX,this.y+this.widthY,this.z),this._corners[7].setTo(this.x+this.widthX,this.y+this.widthY,this.z+this.height),this._corners}},Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"top",{get:function(){return this.position.z+this.height}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"frontX",{get:function(){return this.position.x+this.widthX}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"right",{get:function(){return this.position.x+this.widthX}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"frontY",{get:function(){return this.position.y+this.widthY}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"bottom",{get:function(){return this.position.y+this.widthY}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"x",{get:function(){return this.position.x},set:function(a){this.position.x=a}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"y",{get:function(){return this.position.y},set:function(a){this.position.y=a}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"z",{get:function(){return this.position.z},set:function(a){this.position.z=a}}),Phaser.Plugin.Isometric.Body.render=function(a,b,c,d){"undefined"==typeof d&&(d=!0),c=c||"rgba(0,255,0,0.4)";var e=[],f=b.getCorners(),g=-b.sprite.game.camera.x,h=-b.sprite.game.camera.y;if(d){e=[f[1],f[3],f[2],f[6],f[4],f[5],f[1]],e=e.map(function(a){var b=this.game.iso.project(a);return b.x+=g,b.y+=h,b}),a.beginPath(),a.fillStyle=c,a.moveTo(e[0].x,e[0].y);for(var i=1;i0&&this.enable(a[c],!0)); -else a instanceof Phaser.Group?this.enable(a.children,b):(this.enableBody(a),b&&a.hasOwnProperty("children")&&a.children.length>0&&this.enable(a.children,!0))},enableBody:function(a){a.hasOwnProperty("body")&&null===a.body&&(a.body=new Phaser.Plugin.Isometric.Body(a))},updateMotion:function(a){this._velocityDelta=this.computeVelocity(0,a,a.angularVelocity,a.angularAcceleration,a.angularDrag,a.maxAngular)-a.angularVelocity,a.angularVelocity+=this._velocityDelta,a.rotation+=a.angularVelocity*this.game.time.physicsElapsed,a.velocity.x=this.computeVelocity(1,a,a.velocity.x,a.acceleration.x,a.drag.x,a.maxVelocity.x),a.velocity.y=this.computeVelocity(2,a,a.velocity.y,a.acceleration.y,a.drag.y,a.maxVelocity.y),a.velocity.z=this.computeVelocity(3,a,a.velocity.z,a.acceleration.z,a.drag.z,a.maxVelocity.z)},computeVelocity:function(a,b,c,d,e,f){return f=f||1e4,1===a&&b.allowGravity?c+=(this.gravity.x+b.gravity.x)*this.game.time.physicsElapsed:2===a&&b.allowGravity?c+=(this.gravity.y+b.gravity.y)*this.game.time.physicsElapsed:3===a&&b.allowGravity&&(c+=(this.gravity.z+b.gravity.z)*this.game.time.physicsElapsed),d?c+=d*this.game.time.physicsElapsed:e&&(this._drag=e*this.game.time.physicsElapsed,c-this._drag>0?c-=this._drag:c+this._drag<0?c+=this._drag:c=0),c>f?c=f:-f>c&&(c=-f),c},overlap:function(a,b,c,d,e){if(c=c||null,d=d||null,e=e||c,this._result=!1,this._total=0,Array.isArray(b))for(var f=0,g=b.length;g>f;f++)this.collideHandler(a,b[f],c,d,e,!0);else this.collideHandler(a,b,c,d,e,!0);return this._total>0},collide:function(a,b,c,d,e){return c=c||null,d=d||null,e=e||c,this._result=!1,this._total=0,this.collideHandler(a,b,c,d,e,!1),this._total>0},collideHandler:function(a,b,c,d,e,f){return b||a.type!==Phaser.GROUP&&!Array.isArray(a)?void(a&&b&&(a.exists||a.length)&&(b.exists||b.length)&&(a.type===Phaser.Plugin.Isometric.ISOSPRITE?b.type===Phaser.Plugin.Isometric.ISOSPRITE?this.collideSpriteVsSprite(a,b,c,d,e,f):(b.type===Phaser.GROUP||Array.isArray(b))&&this.collideSpriteVsGroup(a,b,c,d,e,f):(a.type===Phaser.GROUP||Array.isArray(a))&&(b.type===Phaser.Plugin.Isometric.ISOSPRITE?this.collideSpriteVsGroup(b,a,c,d,e,f):(b.type===Phaser.GROUP||Array.isArray(b))&&this.collideGroupVsGroup(a,b,c,d,e,f)))):void this.collideGroupVsSelf(a,c,d,e,f)},collideSpriteVsSprite:function(a,b,c,d,e,f){return a.body&&b.body?(this.separate(a.body,b.body,d,e,f)&&(c&&c.call(e,a,b),this._total++),!0):!1},collideSpriteVsGroup:function(a,b,c,d,e,f){var g,h;if(0!==b.length&&a.body)if(a.body.skipTree||this.skipTree)for(g=0,h=b.children.length;h>g;g++)b.children[g]&&b.children[g].exists&&this.collideSpriteVsSprite(a,b.children[g],c,d,e,f);else for(this.useQuadTree?(this.quadTree.clear(),this.quadTree.reset(this.bounds.x,this.bounds.y,this.bounds.widthX,this.bounds.widthY,this.maxObjects,this.maxLevels),this.quadTree.populate(b),this._potentials=this.quadTree.retrieve(a)):(this.octree.clear(),this.octree.reset(this.bounds.x,this.bounds.y,this.bounds.z,this.bounds.widthX,this.bounds.widthY,this.bounds.height,this.maxObjects,this.maxLevels),this.octree.populate(b),this._potentials=this.octree.retrieve(a)),g=0,h=this._potentials.length;h>g;g++)this.separate(a.body,this._potentials[g],d,e,f)&&(c&&c.call(e,a,this._potentials[g].sprite),this._total++)},collideGroupVsSelf:function(a,b,c,d,e){if(0!==a.length)for(var f=a.children.length,g=0;f>g;g++)for(var h=g+1;f>=h;h++)a.children[g]&&a.children[h]&&a.children[g].exists&&a.children[h].exists&&this.collideSpriteVsSprite(a.children[g],a.children[h],b,c,d,e)},collideGroupVsGroup:function(a,b,c,d,e,f){if(0!==a.length&&0!==b.length)for(var g=0,h=a.children.length;h>g;g++)a.children[g].exists&&this.collideSpriteVsGroup(a.children[g],b,c,d,e,f)},separate:function(a,b,c,d,e){return a.enable&&b.enable&&this.intersects(a,b)?c&&c.call(d,a.sprite,b.sprite)===!1?!1:e?!0:(this._result=this.forceXY||Math.abs(this.gravity.z+a.gravity.z)=b.frontX?!1:a.y>=b.frontY?!1:a.top<=b.z?!1:a.z>=b.top?!1:!0},separateX:function(a,b,c){return a.immovable&&b.immovable?!1:(this._overlap=0,this.intersects(a,b)&&(this._maxOverlap=a.deltaAbsX()+b.deltaAbsX()+this.OVERLAP_BIAS,0===a.deltaX()&&0===b.deltaX()?(a.embedded=!0,b.embedded=!0):a.deltaX()>b.deltaX()?(this._overlap=a.frontX-b.x,this._overlap>this._maxOverlap||a.checkCollision.frontX===!1||b.checkCollision.backX===!1?this._overlap=0:(a.touching.none=!1,a.touching.frontX=!0,b.touching.none=!1,b.touching.backX=!0)):a.deltaX()this._maxOverlap||a.checkCollision.backX===!1||b.checkCollision.frontX===!1?this._overlap=0:(a.touching.none=!1,a.touching.backX=!0,b.touching.none=!1,b.touching.frontX=!0)),0!==this._overlap)?(a.overlapX=this._overlap,b.overlapX=this._overlap,c||a.customSeparateX||b.customSeparateX?!0:(this._velocity1=a.velocity.x,this._velocity2=b.velocity.x,a.immovable||b.immovable?a.immovable?b.immovable||(b.x+=this._overlap,b.velocity.x=this._velocity1-this._velocity2*b.bounce.x):(a.x=a.x-this._overlap,a.velocity.x=this._velocity2-this._velocity1*a.bounce.x):(this._overlap*=.5,a.x=a.x-this._overlap,b.x+=this._overlap,this._newVelocity1=Math.sqrt(this._velocity2*this._velocity2*b.mass/a.mass)*(this._velocity2>0?1:-1),this._newVelocity2=Math.sqrt(this._velocity1*this._velocity1*a.mass/b.mass)*(this._velocity1>0?1:-1),this._average=.5*(this._newVelocity1+this._newVelocity2),this._newVelocity1-=this._average,this._newVelocity2-=this._average,a.velocity.x=this._average+this._newVelocity1*a.bounce.x,b.velocity.x=this._average+this._newVelocity2*b.bounce.x),!0)):!1)},separateY:function(a,b,c){return a.immovable&&b.immovable?!1:(this._overlap=0,this.intersects(a,b)&&(this._maxOverlap=a.deltaAbsY()+b.deltaAbsY()+this.OVERLAP_BIAS,0===a.deltaY()&&0===b.deltaY()?(a.embedded=!0,b.embedded=!0):a.deltaY()>b.deltaY()?(this._overlap=a.frontY-b.y,this._overlap>this._maxOverlap||a.checkCollision.frontY===!1||b.checkCollision.backY===!1?this._overlap=0:(a.touching.none=!1,a.touching.frontY=!0,b.touching.none=!1,b.touching.backY=!0)):a.deltaY()this._maxOverlap||a.checkCollision.backY===!1||b.checkCollision.frontY===!1?this._overlap=0:(a.touching.none=!1,a.touching.backY=!0,b.touching.none=!1,b.touching.frontY=!0)),0!==this._overlap)?(a.overlapY=this._overlap,b.overlapY=this._overlap,c||a.customSeparateY||b.customSeparateY?!0:(this._velocity1=a.velocity.y,this._velocity2=b.velocity.y,a.immovable||b.immovable?a.immovable?b.immovable||(b.y+=this._overlap,b.velocity.y=this._velocity1-this._velocity2*b.bounce.y):(a.y=a.y-this._overlap,a.velocity.y=this._velocity2-this._velocity1*a.bounce.y):(this._overlap*=.5,a.y=a.y-this._overlap,b.y+=this._overlap,this._newVelocity1=Math.sqrt(this._velocity2*this._velocity2*b.mass/a.mass)*(this._velocity2>0?1:-1),this._newVelocity2=Math.sqrt(this._velocity1*this._velocity1*a.mass/b.mass)*(this._velocity1>0?1:-1),this._average=.5*(this._newVelocity1+this._newVelocity2),this._newVelocity1-=this._average,this._newVelocity2-=this._average,a.velocity.y=this._average+this._newVelocity1*a.bounce.y,b.velocity.y=this._average+this._newVelocity2*b.bounce.y),!0)):!1)},separateZ:function(a,b,c){return a.immovable&&b.immovable?!1:(this._overlap=0,this.intersects(a,b)&&(this._maxOverlap=a.deltaAbsZ()+b.deltaAbsZ()+this.OVERLAP_BIAS,0===a.deltaZ()&&0===b.deltaZ()?(a.embedded=!0,b.embedded=!0):a.deltaZ()>b.deltaZ()?(this._overlap=a.top-b.z,this._overlap>this._maxOverlap||a.checkCollision.down===!1||b.checkCollision.up===!1?this._overlap=0:(a.touching.none=!1,a.touching.down=!0,b.touching.none=!1,b.touching.up=!0)):a.deltaZ()this._maxOverlap||a.checkCollision.up===!1||b.checkCollision.down===!1?this._overlap=0:(a.touching.none=!1,a.touching.up=!0,b.touching.none=!1,b.touching.down=!0)),0!==this._overlap)?(a.overlapZ=this._overlap,b.overlapZ=this._overlap,c||a.customSeparateY||b.customSeparateZ?!0:(this._velocity1=a.velocity.z,this._velocity2=b.velocity.z,a.immovable||b.immovable?a.immovable?b.immovable||(b.z+=this._overlap,b.velocity.z=this._velocity1-this._velocity2*b.bounce.z,a.moves&&(b.x+=a.x-a.prev.x,a.y+=b.y-b.prev.y)):(a.z=a.z-this._overlap,a.velocity.z=this._velocity2-this._velocity1*a.bounce.z,b.moves&&(a.x+=b.x-b.prev.x,a.y+=b.y-b.prev.y)):(this._overlap*=.5,a.z=a.z-this._overlap,b.z+=this._overlap,this._newVelocity1=Math.sqrt(this._velocity2*this._velocity2*b.mass/a.mass)*(this._velocity2>0?1:-1),this._newVelocity2=Math.sqrt(this._velocity1*this._velocity1*a.mass/b.mass)*(this._velocity1>0?1:-1),this._average=.5*(this._newVelocity1+this._newVelocity2),this._newVelocity1-=this._average,this._newVelocity2-=this._average,a.velocity.z=this._average+this._newVelocity1*a.bounce.z,b.velocity.z=this._average+this._newVelocity2*b.bounce.z),!0)):!1)},distanceBetween:function(a,b){return this._dx=a.x-b.x,this._dy=a.y-b.y,this._dz=a.z-b.z,Math.sqrt(this._dx*this._dx+this._dy*this._dy+this._dz*this._dz)},distanceToXY:function(a,b,c){return this._dx=a.x-b,this._dy=a.y-c,Math.sqrt(this._dx*this._dx+this._dy*this._dy)},distanceToXYZ:function(a,b,c,d){return this._dx=a.x-b,this._dy=a.y-c,this._dz=a.y-d,Math.sqrt(this._dx*this._dx+this._dy*this._dy+this._dz*this._dz)}},Phaser.Physics.prototype.isoArcade=null,Phaser.Physics.prototype.parseConfig=function(a){return function(){return this.config.hasOwnProperty("isoArcade")&&this.config.isoArcade===!0&&Phaser.Plugin.Isometric.hasOwnProperty("IsoArcade")&&(this.isoArcade=new Phaser.Plugin.Isometric(this.game,this.config)),a.call(this)}}(Phaser.Physics.prototype.parseConfig),Phaser.Physics.prototype.startSystem=function(a){return function(b){return b===Phaser.Plugin.Isometric.ISOARCADE&&null===this.isoArcade&&(this.isoArcade=new Phaser.Plugin.Isometric.Arcade(this.game),this.setBoundsToWorld()),a.call(this,b)}}(Phaser.Physics.prototype.startSystem),Phaser.Physics.prototype.enable=function(a){return function(b,c){return c===Phaser.Plugin.Isometric.ISOARCADE&&this.isoArcade&&this.isoArcade.enable(b),a.call(this,b,c)}}(Phaser.Physics.prototype.enable),Phaser.Physics.prototype.setBoundsToWorld=function(a){return function(){return this.isoArcade&&this.isoArcade.setBoundsToWorld(),a.call(this)}}(Phaser.Physics.prototype.setBoundsToWorld),Phaser.Physics.prototype.destroy=function(a){return function(){return this.isoArcade=null,a.call(this)}}(Phaser.Physics.prototype.destroy); \ No newline at end of file +/* Phaser Isometric 0.8.0 - 18-08-2014 by Lewis Lane */ +Phaser.Plugin.Isometric=function(a,b){Phaser.Plugin.call(this,a,b),this.game.iso=this.game.iso||new Phaser.Plugin.Isometric.Projector(this.game,Phaser.Plugin.Isometric.CLASSIC)},Phaser.Plugin.Isometric.prototype=Object.create(Phaser.Plugin.prototype),Phaser.Plugin.Isometric.prototype.constructor=Phaser.Plugin.Isometric,Phaser.Plugin.Isometric.VERSION="0.8.0",Phaser.Plugin.Isometric.UP=0,Phaser.Plugin.Isometric.DOWN=1,Phaser.Plugin.Isometric.FORWARDX=2,Phaser.Plugin.Isometric.FORWARDY=3,Phaser.Plugin.Isometric.BACKWARDX=4,Phaser.Plugin.Isometric.BACKWARDY=5,Phaser.Plugin.Isometric.ISOSPRITE="isosprite",Phaser.Plugin.Isometric.ISOARCADE="isoarcade",Phaser.Plugin.Isometric.CLASSIC=.5,Phaser.Plugin.Isometric.TRUE=.6154797093263624,Phaser.Plugin.Isometric.Cube=function(a,b,c,d,e,f){a=a||0,b=b||0,c=c||0,d=d||0,e=e||0,f=f||0,this.x=a,this.y=b,this.z=c,this.widthX=d,this.widthY=e,this.height=f,this._corners=[new Phaser.Plugin.Isometric.Point3(this.x,this.y,this.z),new Phaser.Plugin.Isometric.Point3(this.x,this.y,this.z+this.height),new Phaser.Plugin.Isometric.Point3(this.x,this.y+this.widthY,this.z),new Phaser.Plugin.Isometric.Point3(this.x,this.y+this.widthY,this.z+this.height),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y,this.z),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y,this.z+this.height),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y+this.widthY,this.z),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y+this.widthY,this.z+this.height)]},Phaser.Plugin.Isometric.Cube.prototype.constructor=Phaser.Plugin.Isometric.Cube,Phaser.Plugin.Isometric.Cube.prototype={setTo:function(a,b,c,d,e,f){return this.x=a,this.y=b,this.z=c,this.widthX=d,this.widthY=e,this.height=f,this},copyFrom:function(a){this.setTo(a.x,a.y,a.z,a.widthX,a.widthY,a.height)},copyTo:function(a){return a.x=this.x,a.y=this.y,a.z=this.z,a.widthX=this.widthX,a.widthY=this.widthY,a.height=this.height,a},size:function(a){return Phaser.Plugin.Isometric.Cube.size(this,a)},clone:function(a){return Phaser.Plugin.Isometric.Cube.clone(this,a)},intersects:function(a){return Phaser.Plugin.Isometric.Cube.intersects(this,a)},getCorners:function(){return this._corners[0].setTo(this.x,this.y,this.z),this._corners[1].setTo(this.x,this.y,this.z+this.height),this._corners[2].setTo(this.x,this.y+this.widthY,this.z),this._corners[3].setTo(this.x,this.y+this.widthY,this.z+this.height),this._corners[4].setTo(this.x+this.widthX,this.y,this.z),this._corners[5].setTo(this.x+this.widthX,this.y,this.z+this.height),this._corners[6].setTo(this.x+this.widthX,this.y+this.widthY,this.z),this._corners[7].setTo(this.x+this.widthX,this.y+this.widthY,this.z+this.height),this._corners},toString:function(){return"[{Cube (x="+this.x+" y="+this.y+" z="+this.z+" widthX="+this.widthX+" widthY="+this.widthY+" height="+this.height+" empty="+this.empty+")}]"}},Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"halfWidthX",{get:function(){return Math.round(.5*this.widthX)}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"halfWidthY",{get:function(){return Math.round(.5*this.widthY)}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"halfHeight",{get:function(){return Math.round(.5*this.height)}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"bottom",{get:function(){return this.z},set:function(a){this.height=a>=this.top?0:this.top-a,this.z=a}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"top",{get:function(){return this.z+this.height},set:function(a){this.height=a<=this.z?0:a-this.z}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"backX",{get:function(){return this.x},set:function(a){this.widthX=a>=this.frontX?0:this.frontX-a,this.x=a}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"backY",{get:function(){return this.y},set:function(a){this.widthY=a>=this.frontY?0:this.frontY-a,this.y=a}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"frontX",{get:function(){return this.x+this.widthX},set:function(a){this.widthX=a<=this.x?0:a-this.x}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"frontY",{get:function(){return this.y+this.widthY},set:function(a){this.widthY=a<=this.y?0:a-this.y}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"volume",{get:function(){return this.widthX*this.widthY*this.height}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"centerX",{get:function(){return this.x+this.halfWidthX},set:function(a){this.x=a-this.halfWidthX}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"centerY",{get:function(){return this.y+this.halfWidthY},set:function(a){this.y=a-this.halfWidthY}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"centerZ",{get:function(){return this.z+this.halfHeight},set:function(a){this.z=a-this.halfHeight}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"randomX",{get:function(){return this.x+Math.random()*this.widthX}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"randomY",{get:function(){return this.y+Math.random()*this.widthY}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"randomZ",{get:function(){return this.z+Math.random()*this.height}}),Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype,"empty",{get:function(){return!this.widthX||!this.widthY||!this.height},set:function(a){a===!0&&this.setTo(0,0,0,0,0,0)}}),Phaser.Plugin.Isometric.Cube.size=function(a,b){return"undefined"==typeof b||null===b?b=new Phaser.Plugin.Isometric.Point3(a.widthX,a.widthY,a.height):b.setTo(a.widthX,a.widthY,a.height),b},Phaser.Plugin.Isometric.Cube.clone=function(a,b){return"undefined"==typeof b||null===b?b=new Phaser.Plugin.Isometric.Cube(a.x,a.y,a.z,a.widthX,a.widthY,a.height):b.setTo(a.x,a.y,a.z,a.widthX,a.widthY,a.height),b},Phaser.Plugin.Isometric.Cube.contains=function(a,b,c,d){return a.widthX<=0||a.widthY<=0||a.height<=0?!1:b>=a.x&&b<=a.right&&c>=a.y&&c<=a.back&&d>=a.z&&d<=a.top},Phaser.Plugin.Isometric.Cube.containsPoint3=function(a,b){return Phaser.Plugin.Isometric.Cube.contains(a,b.x,b.y,b.z)},Phaser.Plugin.Isometric.Cube.containsCube=function(a,b){return a.volume>b.volume?!1:a.x>=b.x&&a.y>=b.y&&a.z>=b.z&&a.frontX<=b.frontX&&a.frontY<=b.frontY&&a.top<=b.top},Phaser.Plugin.Isometric.Cube.intersects=function(a,b){return a.widthX<=0||a.widthY<=0||a.height<=0||b.widthX<=0||b.widthY<=0||b.height<=0?!1:!(a.frontXb.frontX||a.y>b.frontY||a.z>b.top||a.top0&&(this.position.x=Phaser.Math.snapTo(this.position.x,this.snap),this.position.y=Phaser.Math.snapTo(this.position.y,this.snap)),this._depthChanged=this._isoPositionChanged=this._isoBoundsChanged=!0)},Phaser.Plugin.Isometric.IsoSprite.prototype.resetIsoBounds=function(){"undefined"==typeof this._isoBounds&&(this._isoBounds=new Phaser.Plugin.Isometric.Cube);var a=Math.abs(this.scale.x),b=Math.abs(this.scale.y);return this._isoBounds.widthX=.5*Math.abs(this.width)*a,this._isoBounds.widthY=.5*Math.abs(this.width)*a,this._isoBounds.height=(Math.abs(this.height)-.5*Math.abs(this.width))*b,this._isoBounds.x=this.isoX+this._isoBounds.widthX*-this.anchor.x+.5*this._isoBounds.widthX,this._isoBounds.y=this.isoY+this._isoBounds.widthY*this.anchor.x-.5*this._isoBounds.widthY,this._isoBounds.z=this.isoZ-Math.abs(this.height)*(1-this.anchor.y)+Math.abs(.5*this.width),this._isoBounds},Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype,"isoX",{get:function(){return this._isoPosition.x},set:function(a){this._isoPosition.x=a,this._depthChanged=this._isoPositionChanged=this._isoBoundsChanged=!0}}),Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype,"isoY",{get:function(){return this._isoPosition.y},set:function(a){this._isoPosition.y=a,this._depthChanged=this._isoPositionChanged=this._isoBoundsChanged=!0}}),Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype,"isoZ",{get:function(){return this._isoPosition.z},set:function(a){this._isoPosition.z=a,this._depthChanged=this._isoPositionChanged=this._isoBoundsChanged=!0}}),Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype,"isoPosition",{get:function(){return this._isoPosition}}),Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype,"isoBounds",{get:function(){return this._isoBoundsChanged&&(this.resetIsoBounds(),this._isoBoundsChanged=!1),this._isoBounds}}),Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype,"depth",{get:function(){return this._depthChanged===!0&&(this._depth=this._isoPosition.x+this._isoPosition.y+1.25*this._isoPosition.z,this._depthChanged=!1),this._depth}}),Phaser.GameObjectCreator.prototype.isoSprite=function(a,b,c,d,e){return new Phaser.Plugin.Isometric.IsoSprite(this.game,a,b,c,d,e)},Phaser.GameObjectFactory.prototype.isoSprite=function(a,b,c,d,e,f){return"undefined"==typeof f&&(f=this.world),f.add(new Phaser.Plugin.Isometric.IsoSprite(this.game,a,b,c,d,e))},Phaser.Utils.Debug.prototype.isoSprite=function(a,b,c){if(a.isoBounds){"undefined"==typeof c&&(c=!0),b=b||"rgba(0,255,0,0.4)";var d=[],e=a.isoBounds.getCorners(),f=-a.game.camera.x,g=-a.game.camera.y;if(this.start(),c){d=[e[1],e[3],e[2],e[6],e[4],e[5],e[1]],d=d.map(function(a){var b=this.game.iso.project(a);return b.x+=f,b.y+=g,b}),this.context.beginPath(),this.context.fillStyle=b,this.context.moveTo(d[0].x,d[0].y);for(var h=1;hthis.maxObjects&&this.levelthis.bounds.top&&(b=4):a.y>this.bounds.frontY&&(a.zthis.bounds.top&&(b=6)):a.x>this.bounds.frontX&&(a.ythis.bounds.top&&(b=5):a.y>this.bounds.frontY&&(a.zthis.bounds.top&&(b=7))),b},retrieve:function(a){var b,c;if(a instanceof Phaser.Plugin.Isometric.Cube)b=this.objects,c=this.getIndex(a);else{if(!a.body)return this._empty;b=this.objects,c=this.getIndex(a.body)}return this.nodes[0]&&(-1!==c?b=b.concat(this.nodes[c].retrieve(a)):(b=b.concat(this.nodes[0].retrieve(a)),b=b.concat(this.nodes[1].retrieve(a)),b=b.concat(this.nodes[2].retrieve(a)),b=b.concat(this.nodes[3].retrieve(a)),b=b.concat(this.nodes[4].retrieve(a)),b=b.concat(this.nodes[5].retrieve(a)),b=b.concat(this.nodes[6].retrieve(a)),b=b.concat(this.nodes[7].retrieve(a)))),b},clear:function(){this.objects.length=0;for(var a=this.nodes.length;a--;)this.nodes[a].clear(),this.nodes.splice(a,1);this.nodes.length=0}},Phaser.Plugin.Isometric.Octree.prototype.constructor=Phaser.Plugin.Isometric.Octree,Phaser.Utils.Debug.prototype.octree=function(a,b){b=b||"rgba(255,0,0,0.3)",this.start();var c,d,e=a.bounds;if(0===a.nodes.length){this.context.strokeStyle=b;var f=new Phaser.Plugin.Isometric.Cube(e.x,e.y,e.z,e.widthX,e.widthY,e.height),g=f.getCorners(),h=-this.game.camera.x,i=-this.game.camera.y;for(d=g.slice(0,g.length),d=d.map(function(a){var b=this.game.iso.project(a);return b.x+=h,b.y+=i,b}),this.context.moveTo(d[0].x,d[0].y),this.context.beginPath(),this.context.strokeStyle=b,this.context.lineTo(d[1].x,d[1].y),this.context.lineTo(d[3].x,d[3].y),this.context.lineTo(d[2].x,d[2].y),this.context.lineTo(d[6].x,d[6].y),this.context.lineTo(d[4].x,d[4].y),this.context.lineTo(d[5].x,d[5].y),this.context.lineTo(d[1].x,d[1].y),this.context.lineTo(d[0].x,d[0].y),this.context.lineTo(d[4].x,d[4].y),this.context.moveTo(d[0].x,d[0].y),this.context.lineTo(d[2].x,d[2].y),this.context.moveTo(d[3].x,d[3].y),this.context.lineTo(d[7].x,d[7].y),this.context.lineTo(d[6].x,d[6].y),this.context.moveTo(d[7].x,d[7].y),this.context.lineTo(d[5].x,d[5].y),this.context.stroke(),this.context.closePath(),c=0;ce&&null!==a.isoSpritesBehind[e];e++)d(a.isoSpritesBehind[e]),a.isoSpritesBehind[e]=null;a[c]=n++}}var e,f;if(a instanceof Phaser.Group)e=a.children,f=!0;else{if(!a.length)return;e=a}c=c||"isoDepth",b="undefined"==typeof b?1.5:b;var g,h,i,j,k,l,m=e.length;for(i=0;m>i;i++){for(g=e[i],l=0,g.isoSpritesBehind||(g.isoSpritesBehind=[]),j=0;m>j;j++)i!=j&&(h=e[j],k=g.body||g.isoBounds,h._isoPosition.x+bi;i++)d(e[i]);f&&a.sort(c)}},Phaser.Plugin.Isometric.Body=function(a){this.sprite=a,this.game=a.game,this.type=Phaser.Plugin.Isometric.ISOARCADE,this.enable=!0,this.offset=new Phaser.Plugin.Isometric.Point3,this.position=new Phaser.Plugin.Isometric.Point3(a.isoX,a.isoY,a.isoZ),this.prev=new Phaser.Plugin.Isometric.Point3(this.position.x,this.position.y,this.position.z),this.allowRotation=!0,this.rotation=a.rotation,this.preRotation=a.rotation,this.sourceWidthX=a.texture.frame.width,this.sourceWidthY=a.texture.frame.width,this.sourceHeight=a.texture.frame.height,this.widthX=.5*a.width,this.widthY=.5*a.width,this.height=a.height-.5*a.width,this.halfWidthX=Math.abs(.5*this.widthX),this.halfWidthY=Math.abs(.5*this.widthY),this.halfHeight=Math.abs(.5*this.height),this.center=new Phaser.Plugin.Isometric.Point3(a.isoX+this.halfWidthX,a.isoY+this.halfWidthY,a.isoZ+this.halfHeight),this.velocity=new Phaser.Plugin.Isometric.Point3,this.newVelocity=new Phaser.Plugin.Isometric.Point3,this.deltaMax=new Phaser.Plugin.Isometric.Point3,this.acceleration=new Phaser.Plugin.Isometric.Point3,this.drag=new Phaser.Plugin.Isometric.Point3,this.allowGravity=!0,this.gravity=new Phaser.Plugin.Isometric.Point3,this.bounce=new Phaser.Plugin.Isometric.Point3,this.maxVelocity=new Phaser.Plugin.Isometric.Point3(1e4,1e4,1e4),this.angularVelocity=0,this.angularAcceleration=0,this.angularDrag=0,this.maxAngular=1e3,this.mass=1,this.angle=0,this.speed=0,this.facing=Phaser.NONE,this.immovable=!1,this.moves=!0,this.customSeparateX=!1,this.customSeparateY=!1,this.customSeparateZ=!1,this.overlapX=0,this.overlapY=0,this.overlapZ=0,this.embedded=!1,this.collideWorldBounds=!1,this.checkCollision={none:!1,any:!0,up:!0,down:!0,frontX:!0,frontY:!0,backX:!0,backY:!0},this.touching={none:!0,up:!1,down:!1,frontX:!1,frontY:!1,backX:!1,backY:!1},this.wasTouching={none:!0,up:!1,down:!1,frontX:!1,frontY:!1,backX:!1,backY:!1},this.blocked={up:!1,down:!1,frontX:!1,frontY:!1,backX:!1,backY:!1},this.phase=0,this.skipTree=!1,this._reset=!0,this._sx=a.scale.x,this._sy=a.scale.y,this._dx=0,this._dy=0,this._dz=0,this._corners=[new Phaser.Plugin.Isometric.Point3(this.x,this.y,this.z),new Phaser.Plugin.Isometric.Point3(this.x,this.y,this.z+this.height),new Phaser.Plugin.Isometric.Point3(this.x,this.y+this.widthY,this.z),new Phaser.Plugin.Isometric.Point3(this.x,this.y+this.widthY,this.z+this.height),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y,this.z),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y,this.z+this.height),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y+this.widthY,this.z),new Phaser.Plugin.Isometric.Point3(this.x+this.widthX,this.y+this.widthY,this.z+this.height)]},Phaser.Plugin.Isometric.Body.prototype={updateBounds:function(){var a=Math.abs(this.sprite.scale.x),b=Math.abs(this.sprite.scale.y);(a!==this._sx||b!==this._sy)&&(this.widthX=.5*this.sprite.width*a,this.widthY=.5*this.sprite.width*a,this.height=(this.sprite.height-.5*this.sprite.width)*b,this.halfWidthX=Math.floor(2*this.widthX),this.halfWidthY=Math.floor(2*this.widthY),this.halfHeight=Math.floor(2*this.height),this._sx=a,this._sy=b,this.center.setTo(this.position.x+this.halfWidthX,this.position.y+this.halfWidthY,this.position.z+this.halfHeight),this._reset=!0)},preUpdate:function(){this.enable&&(this.phase=1,this.wasTouching.none=this.touching.none,this.wasTouching.up=this.touching.up,this.wasTouching.down=this.touching.down,this.wasTouching.backX=this.touching.backX,this.wasTouching.backY=this.touching.backY,this.wasTouching.frontX=this.touching.frontX,this.wasTouching.frontY=this.touching.frontY,this.touching.none=!0,this.touching.up=!1,this.touching.down=!1,this.touching.backX=!1,this.touching.backY=!1,this.touching.frontX=!1,this.touching.frontY=!1,this.blocked.up=!1,this.blocked.down=!1,this.blocked.backX=!1,this.blocked.frontX=!1,this.blocked.backY=!1,this.blocked.backX=!1,this.embedded=!1,this.updateBounds(),this.position.x=this.sprite.isoX+(this.widthX*-this.sprite.anchor.x+.5*this.widthX)+this.offset.x,this.position.y=this.sprite.isoY+(this.widthY*this.sprite.anchor.x-.5*this.widthY)+this.offset.y,this.position.z=this.sprite.isoZ-Math.abs(this.sprite.height)*(1-this.sprite.anchor.y)+Math.abs(.5*this.sprite.width)+this.offset.z,this.rotation=this.sprite.angle,this.preRotation=this.rotation,(this._reset||1===this.sprite._cache[4])&&(this.prev.x=this.position.x,this.prev.y=this.position.y,this.prev.z=this.position.z),this.moves&&(this.game.physics.isoArcade.updateMotion(this),this.newVelocity.set(this.velocity.x*this.game.time.physicsElapsed,this.velocity.y*this.game.time.physicsElapsed,this.velocity.z*this.game.time.physicsElapsed),this.position.x+=this.newVelocity.x,this.position.y+=this.newVelocity.y,this.position.z+=this.newVelocity.z,(this.position.x!==this.prev.x||this.position.y!==this.prev.y||this.position.z!==this.prev.z)&&(this.speed=Math.sqrt(this.velocity.x*this.velocity.x+this.velocity.y*this.velocity.y+this.velocity.z*this.velocity.z),this.angle=Math.atan2(this.velocity.y,this.velocity.x)),this.collideWorldBounds&&this.checkWorldBounds()),this._dx=this.deltaX(),this._dy=this.deltaY(),this._dz=this.deltaZ(),this._reset=!1)},postUpdate:function(){this.enable&&2!==this.phase&&(this.phase=2,this.deltaX()<0?this.facing=Phaser.Plugin.Isometric.BACKWARDX:this.deltaX()>0&&(this.facing=Phaser.Plugin.Isometric.FORWARDX),this.deltaY()<0?this.facing=Phaser.Plugin.Isometric.BACKWARDY:this.deltaY()>0&&(this.facing=Phaser.Plugin.Isometric.FORWARDY),this.deltaZ()<0?this.facing=Phaser.Plugin.Isometric.DOWN:this.deltaZ()>0&&(this.facing=Phaser.Plugin.Isometric.UP),this.moves&&(this._dx=this.deltaX(),this._dy=this.deltaY(),this._dz=this.deltaZ(),0!==this.deltaMax.x&&0!==this._dx&&(this._dx<0&&this._dx<-this.deltaMax.x?this._dx=-this.deltaMax.x:this._dx>0&&this._dx>this.deltaMax.x&&(this._dx=this.deltaMax.x)),0!==this.deltaMax.y&&0!==this._dy&&(this._dy<0&&this._dy<-this.deltaMax.y?this._dy=-this.deltaMax.y:this._dy>0&&this._dy>this.deltaMax.y&&(this._dy=this.deltaMax.y)),0!==this.deltaMax.z&&0!==this._dz&&(this._dz<0&&this._dz<-this.deltaMax.z?this._dz=-this.deltaMax.z:this._dz>0&&this._dz>this.deltaMax.z&&(this._dz=this.deltaMax.z)),this.sprite.isoX+=this._dx,this.sprite.isoY+=this._dy,this.sprite.isoZ+=this._dz),this.center.setTo(this.position.x+this.halfWidthX,this.position.y+this.halfWidthY,this.position.z+this.halfHeight),this.allowRotation&&(this.sprite.angle+=this.deltaR()),this.prev.x=this.position.x,this.prev.y=this.position.y,this.prev.z=this.position.z)},destroy:function(){this.sprite=null},checkWorldBounds:function(){this.position.xthis.game.physics.isoArcade.bounds.frontX&&this.game.physics.isoArcade.checkCollision.frontX&&(this.position.x=this.game.physics.isoArcade.bounds.frontX-this.widthX,this.velocity.x*=-this.bounce.x,this.blocked.frontX=!0),this.position.ythis.game.physics.isoArcade.bounds.frontY&&this.game.physics.isoArcade.checkCollision.frontY&&(this.position.y=this.game.physics.isoArcade.bounds.frontY-this.widthY,this.velocity.y*=-this.bounce.y,this.blocked.frontY=!0),this.position.zthis.game.physics.isoArcade.bounds.top&&this.game.physics.isoArcade.checkCollision.up&&(this.position.z=this.game.physics.isoArcade.bounds.top-this.height,this.velocity.z*=-this.bounce.z,this.blocked.up=!0)},setSize:function(a,b,c,d,e,f){"undefined"==typeof d&&(d=this.offset.x),"undefined"==typeof e&&(e=this.offset.y),"undefined"==typeof f&&(f=this.offset.z),this.sourceWidthX=a,this.sourceWidthY=b,this.sourceHeight=c,this.widthX=this.sourceWidthX*this._sx,this.widthY=this.sourceWidthY*this._sx,this.height=this.sourceHeight*this._sy,this.halfWidthX=Math.floor(.5*this.widthX),this.halfWidthY=Math.floor(.5*this.widthY),this.halfHeight=Math.floor(.5*this.height),this.offset.setTo(d,e,f),this.center.setTo(this.position.x+this.halfWidthX,this.position.y+this.halfWidthY,this.position.z+this.halfHeight)},reset:function(a,b,c){this.velocity.set(0),this.acceleration.set(0),this.angularVelocity=0,this.angularAcceleration=0,this.position.x=a+(this.widthX*-this.sprite.anchor.x+.5*this.widthX)+this.offset.x,this.position.y=b+(this.widthY*this.sprite.anchor.x-.5*this.widthY)+this.offset.y,this.position.z=c-Math.abs(this.sprite.height)*(1-this.sprite.anchor.y)+Math.abs(.5*this.sprite.width)+this.offset.z,this.prev.x=this.position.x,this.prev.y=this.position.y,this.prev.z=this.position.z,this.rotation=this.sprite.angle,this.preRotation=this.rotation,this._sx=this.sprite.scale.x,this._sy=this.sprite.scale.y,this.center.setTo(this.position.x+this.halfWidthX,this.position.y+this.halfWidthY,this.position.z+this.halfHeight),this.sprite._isoPositionChanged=!0},hitTest:function(a,b,c){return Phaser.Plugin.Isometric.Cube.contains(this,a,b,c)},onFloor:function(){return this.blocked.down},onWall:function(){return this.blocked.frontX||this.blocked.frontY||this.blocked.backX||this.blocked.backY},deltaAbsX:function(){return this.deltaX()>0?this.deltaX():-this.deltaX()},deltaAbsY:function(){return this.deltaY()>0?this.deltaY():-this.deltaY()},deltaAbsZ:function(){return this.deltaZ()>0?this.deltaZ():-this.deltaZ()},deltaX:function(){return this.position.x-this.prev.x},deltaY:function(){return this.position.y-this.prev.y},deltaZ:function(){return this.position.z-this.prev.z},deltaR:function(){return this.rotation-this.preRotation},getCorners:function(){return this._corners[0].setTo(this.x,this.y,this.z),this._corners[1].setTo(this.x,this.y,this.z+this.height),this._corners[2].setTo(this.x,this.y+this.widthY,this.z),this._corners[3].setTo(this.x,this.y+this.widthY,this.z+this.height),this._corners[4].setTo(this.x+this.widthX,this.y,this.z),this._corners[5].setTo(this.x+this.widthX,this.y,this.z+this.height),this._corners[6].setTo(this.x+this.widthX,this.y+this.widthY,this.z),this._corners[7].setTo(this.x+this.widthX,this.y+this.widthY,this.z+this.height),this._corners}},Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"top",{get:function(){return this.position.z+this.height}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"frontX",{get:function(){return this.position.x+this.widthX}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"right",{get:function(){return this.position.x+this.widthX}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"frontY",{get:function(){return this.position.y+this.widthY}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"bottom",{get:function(){return this.position.y+this.widthY}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"x",{get:function(){return this.position.x},set:function(a){this.position.x=a}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"y",{get:function(){return this.position.y},set:function(a){this.position.y=a}}),Object.defineProperty(Phaser.Plugin.Isometric.Body.prototype,"z",{get:function(){return this.position.z},set:function(a){this.position.z=a}}),Phaser.Plugin.Isometric.Body.render=function(a,b,c,d){"undefined"==typeof d&&(d=!0),c=c||"rgba(0,255,0,0.4)";var e=[],f=b.getCorners(),g=-b.sprite.game.camera.x,h=-b.sprite.game.camera.y;if(d){e=[f[1],f[3],f[2],f[6],f[4],f[5],f[1]],e=e.map(function(a){var b=this.game.iso.project(a);return b.x+=g,b.y+=h,b}),a.beginPath(),a.fillStyle=c,a.moveTo(e[0].x,e[0].y);for(var i=1;i0&&this.enable(a[c],!0));else a instanceof Phaser.Group?this.enable(a.children,b):(this.enableBody(a),b&&a.hasOwnProperty("children")&&a.children.length>0&&this.enable(a.children,!0))},enableBody:function(a){a.hasOwnProperty("body")&&null===a.body&&(a.body=new Phaser.Plugin.Isometric.Body(a))},updateMotion:function(a){this._velocityDelta=this.computeVelocity(0,a,a.angularVelocity,a.angularAcceleration,a.angularDrag,a.maxAngular)-a.angularVelocity,a.angularVelocity+=this._velocityDelta,a.rotation+=a.angularVelocity*this.game.time.physicsElapsed,a.velocity.x=this.computeVelocity(1,a,a.velocity.x,a.acceleration.x,a.drag.x,a.maxVelocity.x),a.velocity.y=this.computeVelocity(2,a,a.velocity.y,a.acceleration.y,a.drag.y,a.maxVelocity.y),a.velocity.z=this.computeVelocity(3,a,a.velocity.z,a.acceleration.z,a.drag.z,a.maxVelocity.z)},computeVelocity:function(a,b,c,d,e,f){return f=f||1e4,1===a&&b.allowGravity?c+=(this.gravity.x+b.gravity.x)*this.game.time.physicsElapsed:2===a&&b.allowGravity?c+=(this.gravity.y+b.gravity.y)*this.game.time.physicsElapsed:3===a&&b.allowGravity&&(c+=(this.gravity.z+b.gravity.z)*this.game.time.physicsElapsed),d?c+=d*this.game.time.physicsElapsed:e&&(this._drag=e*this.game.time.physicsElapsed,c-this._drag>0?c-=this._drag:c+this._drag<0?c+=this._drag:c=0),c>f?c=f:-f>c&&(c=-f),c},overlap:function(a,b,c,d,e){if(c=c||null,d=d||null,e=e||c,this._result=!1,this._total=0,Array.isArray(b))for(var f=0,g=b.length;g>f;f++)this.collideHandler(a,b[f],c,d,e,!0);else this.collideHandler(a,b,c,d,e,!0);return this._total>0},collide:function(a,b,c,d,e){if(c=c||null,d=d||null,e=e||c,this._result=!1,this._total=0,Array.isArray(b))for(var f=0,g=b.length;g>f;f++)this.collideHandler(a,b[f],c,d,e,!1);else this.collideHandler(a,b,c,d,e,!1);return this._total>0},collideHandler:function(a,b,c,d,e,f){return b||a.type!==Phaser.GROUP?void(a&&b&&a.exists&&b.exists&&(a.type===Phaser.Plugin.Isometric.ISOSPRITE?b.type===Phaser.Plugin.Isometric.ISOSPRITE?this.collideSpriteVsSprite(a,b,c,d,e,f):b.type===Phaser.GROUP&&this.collideSpriteVsGroup(a,b,c,d,e,f):a.type===Phaser.GROUP&&(b.type===Phaser.Plugin.Isometric.ISOSPRITE?this.collideSpriteVsGroup(b,a,c,d,e,f):b.type===Phaser.GROUP&&this.collideGroupVsGroup(a,b,c,d,e,f)))):void this.collideGroupVsSelf(a,c,d,e,f)},collideSpriteVsSprite:function(a,b,c,d,e,f){return a.body&&b.body?(this.separate(a.body,b.body,d,e,f)&&(c&&c.call(e,a,b),this._total++),!0):!1},collideSpriteVsGroup:function(a,b,c,d,e,f){var g,h;if(0!==b.length&&a.body)if(a.body.skipTree||this.skipTree)for(g=0,h=b.children.length;h>g;g++)b.children[g]&&b.children[g].exists&&this.collideSpriteVsSprite(a,b.children[g],c,d,e,f);else for(this.useQuadTree?(this.quadTree.clear(),this.quadTree.reset(this.bounds.x,this.bounds.y,this.bounds.widthX,this.bounds.widthY,this.maxObjects,this.maxLevels),this.quadTree.populate(b),this._potentials=this.quadTree.retrieve(a)):(this.octree.clear(),this.octree.reset(this.bounds.x,this.bounds.y,this.bounds.z,this.bounds.widthX,this.bounds.widthY,this.bounds.height,this.maxObjects,this.maxLevels),this.octree.populate(b),this._potentials=this.octree.retrieve(a)),g=0,h=this._potentials.length;h>g;g++)this.separate(a.body,this._potentials[g],d,e,f)&&(c&&c.call(e,a,this._potentials[g].sprite),this._total++)},collideGroupVsSelf:function(a,b,c,d,e){if(0!==a.length)for(var f=a.children.length,g=0;f>g;g++)for(var h=g+1;f>=h;h++)a.children[g]&&a.children[h]&&a.children[g].exists&&a.children[h].exists&&this.collideSpriteVsSprite(a.children[g],a.children[h],b,c,d,e)},collideGroupVsGroup:function(a,b,c,d,e,f){if(0!==a.length&&0!==b.length)for(var g=0,h=a.children.length;h>g;g++)a.children[g].exists&&this.collideSpriteVsGroup(a.children[g],b,c,d,e,f)},separate:function(a,b,c,d,e){return a.enable&&b.enable&&this.intersects(a,b)?c&&c.call(d,a.sprite,b.sprite)===!1?!1:e?!0:(this._result=this.forceXY||Math.abs(this.gravity.z+a.gravity.z)=b.frontX?!1:a.y>=b.frontY?!1:a.top<=b.z?!1:a.z>=b.top?!1:!0},separateX:function(a,b,c){return a.immovable&&b.immovable?!1:(this._overlap=0,this.intersects(a,b)&&(this._maxOverlap=a.deltaAbsX()+b.deltaAbsX()+this.OVERLAP_BIAS,0===a.deltaX()&&0===b.deltaX()?(a.embedded=!0,b.embedded=!0):a.deltaX()>b.deltaX()?(this._overlap=a.frontX-b.x,this._overlap>this._maxOverlap||a.checkCollision.frontX===!1||b.checkCollision.backX===!1?this._overlap=0:(a.touching.none=!1,a.touching.frontX=!0,b.touching.none=!1,b.touching.backX=!0)):a.deltaX()this._maxOverlap||a.checkCollision.backX===!1||b.checkCollision.frontX===!1?this._overlap=0:(a.touching.none=!1,a.touching.backX=!0,b.touching.none=!1,b.touching.frontX=!0)),0!==this._overlap)?(a.overlapX=this._overlap,b.overlapX=this._overlap,c||a.customSeparateX||b.customSeparateX?!0:(this._velocity1=a.velocity.x,this._velocity2=b.velocity.x,a.immovable||b.immovable?a.immovable?b.immovable||(b.x+=this._overlap,b.velocity.x=this._velocity1-this._velocity2*b.bounce.x):(a.x=a.x-this._overlap,a.velocity.x=this._velocity2-this._velocity1*a.bounce.x):(this._overlap*=.5,a.x=a.x-this._overlap,b.x+=this._overlap,this._newVelocity1=Math.sqrt(this._velocity2*this._velocity2*b.mass/a.mass)*(this._velocity2>0?1:-1),this._newVelocity2=Math.sqrt(this._velocity1*this._velocity1*a.mass/b.mass)*(this._velocity1>0?1:-1),this._average=.5*(this._newVelocity1+this._newVelocity2),this._newVelocity1-=this._average,this._newVelocity2-=this._average,a.velocity.x=this._average+this._newVelocity1*a.bounce.x,b.velocity.x=this._average+this._newVelocity2*b.bounce.x),!0)):!1)},separateY:function(a,b,c){return a.immovable&&b.immovable?!1:(this._overlap=0,this.intersects(a,b)&&(this._maxOverlap=a.deltaAbsY()+b.deltaAbsY()+this.OVERLAP_BIAS,0===a.deltaY()&&0===b.deltaY()?(a.embedded=!0,b.embedded=!0):a.deltaY()>b.deltaY()?(this._overlap=a.frontY-b.y,this._overlap>this._maxOverlap||a.checkCollision.frontY===!1||b.checkCollision.backY===!1?this._overlap=0:(a.touching.none=!1,a.touching.frontY=!0,b.touching.none=!1,b.touching.backY=!0)):a.deltaY()this._maxOverlap||a.checkCollision.backY===!1||b.checkCollision.frontY===!1?this._overlap=0:(a.touching.none=!1,a.touching.backY=!0,b.touching.none=!1,b.touching.frontY=!0)),0!==this._overlap)?(a.overlapY=this._overlap,b.overlapY=this._overlap,c||a.customSeparateY||b.customSeparateY?!0:(this._velocity1=a.velocity.y,this._velocity2=b.velocity.y,a.immovable||b.immovable?a.immovable?b.immovable||(b.y+=this._overlap,b.velocity.y=this._velocity1-this._velocity2*b.bounce.y):(a.y=a.y-this._overlap,a.velocity.y=this._velocity2-this._velocity1*a.bounce.y):(this._overlap*=.5,a.y=a.y-this._overlap,b.y+=this._overlap,this._newVelocity1=Math.sqrt(this._velocity2*this._velocity2*b.mass/a.mass)*(this._velocity2>0?1:-1),this._newVelocity2=Math.sqrt(this._velocity1*this._velocity1*a.mass/b.mass)*(this._velocity1>0?1:-1),this._average=.5*(this._newVelocity1+this._newVelocity2),this._newVelocity1-=this._average,this._newVelocity2-=this._average,a.velocity.y=this._average+this._newVelocity1*a.bounce.y,b.velocity.y=this._average+this._newVelocity2*b.bounce.y),!0)):!1)},separateZ:function(a,b,c){return a.immovable&&b.immovable?!1:(this._overlap=0,this.intersects(a,b)&&(this._maxOverlap=a.deltaAbsZ()+b.deltaAbsZ()+this.OVERLAP_BIAS,0===a.deltaZ()&&0===b.deltaZ()?(a.embedded=!0,b.embedded=!0):a.deltaZ()>b.deltaZ()?(this._overlap=a.top-b.z,this._overlap>this._maxOverlap||a.checkCollision.down===!1||b.checkCollision.up===!1?this._overlap=0:(a.touching.none=!1,a.touching.down=!0,b.touching.none=!1,b.touching.up=!0)):a.deltaZ()this._maxOverlap||a.checkCollision.up===!1||b.checkCollision.down===!1?this._overlap=0:(a.touching.none=!1,a.touching.up=!0,b.touching.none=!1,b.touching.down=!0)),0!==this._overlap)?(a.overlapZ=this._overlap,b.overlapZ=this._overlap,c||a.customSeparateY||b.customSeparateZ?!0:(this._velocity1=a.velocity.z,this._velocity2=b.velocity.z,a.immovable||b.immovable?a.immovable?b.immovable||(b.z+=this._overlap,b.velocity.z=this._velocity1-this._velocity2*b.bounce.z,a.moves&&(b.x+=a.x-a.prev.x,a.y+=b.y-b.prev.y)):(a.z=a.z-this._overlap,a.velocity.z=this._velocity2-this._velocity1*a.bounce.z,b.moves&&(a.x+=b.x-b.prev.x,a.y+=b.y-b.prev.y)):(this._overlap*=.5,a.z=a.z-this._overlap,b.z+=this._overlap,this._newVelocity1=Math.sqrt(this._velocity2*this._velocity2*b.mass/a.mass)*(this._velocity2>0?1:-1),this._newVelocity2=Math.sqrt(this._velocity1*this._velocity1*a.mass/b.mass)*(this._velocity1>0?1:-1),this._average=.5*(this._newVelocity1+this._newVelocity2),this._newVelocity1-=this._average,this._newVelocity2-=this._average,a.velocity.z=this._average+this._newVelocity1*a.bounce.z,b.velocity.z=this._average+this._newVelocity2*b.bounce.z),!0)):!1)},distanceBetween:function(a,b){return this._dx=a.x-b.x,this._dy=a.y-b.y,this._dz=a.z-b.z,Math.sqrt(this._dx*this._dx+this._dy*this._dy+this._dz*this._dz)},distanceToXY:function(a,b,c){return this._dx=a.x-b,this._dy=a.y-c,Math.sqrt(this._dx*this._dx+this._dy*this._dy)},distanceToXYZ:function(a,b,c,d){return this._dx=a.x-b,this._dy=a.y-c,this._dz=a.y-d,Math.sqrt(this._dx*this._dx+this._dy*this._dy+this._dz*this._dz)}},Phaser.Physics.prototype.isoArcade=null,Phaser.Physics.prototype.parseConfig=function(a){return function(){return this.config.hasOwnProperty("isoArcade")&&this.config.isoArcade===!0&&Phaser.Plugin.Isometric.hasOwnProperty("IsoArcade")&&(this.isoArcade=new Phaser.Plugin.Isometric(this.game,this.config)),a.call(this)}}(Phaser.Physics.prototype.parseConfig),Phaser.Physics.prototype.startSystem=function(a){return function(b){return b===Phaser.Plugin.Isometric.ISOARCADE&&null===this.isoArcade&&(this.isoArcade=new Phaser.Plugin.Isometric.Arcade(this.game),this.setBoundsToWorld()),a.call(this,b)}}(Phaser.Physics.prototype.startSystem),Phaser.Physics.prototype.enable=function(a){return function(b,c){return c===Phaser.Plugin.Isometric.ISOARCADE&&this.isoArcade&&this.isoArcade.enable(b),a.call(this,b,c)}}(Phaser.Physics.prototype.enable),Phaser.Physics.prototype.setBoundsToWorld=function(a){return function(){return this.isoArcade&&this.isoArcade.setBoundsToWorld(),a.call(this)}}(Phaser.Physics.prototype.setBoundsToWorld),Phaser.Physics.prototype.destroy=function(a){return function(){return this.isoArcade=null,a.call(this)}}(Phaser.Physics.prototype.destroy); \ No newline at end of file diff --git a/package.json b/package.json index 6124aa7..c167839 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "phaser-plugin-isometric", - "version": "0.7.5", + "version": "0.8.0", "devDependencies": { "grunt": "~0.4.5", "grunt-contrib-clean": "^0.5.0", diff --git a/src/IsoSprite.js b/src/IsoSprite.js index 08bfaab..f328e70 100644 --- a/src/IsoSprite.js +++ b/src/IsoSprite.js @@ -59,7 +59,20 @@ Phaser.Plugin.Isometric.IsoSprite = function (game, x, y, z, key, frame) { */ this._isoPositionChanged = true; + /** + * @property {boolean} _isoBoundsChanged - Internal invalidation control for isometric bounds. + * @readonly + * @private + */ + this._isoBoundsChanged = true; + this._project(); + + /** + * @property {Phaser.Plugin.Isometric.Cube} _isoBounds - Internal derived 3D bounds. + * @private + */ + this._isoBounds = this.resetIsoBounds(); }; Phaser.Plugin.Isometric.IsoSprite.prototype = Object.create(Phaser.Sprite.prototype); @@ -92,10 +105,29 @@ Phaser.Plugin.Isometric.IsoSprite.prototype._project = function () { this.position.y = Phaser.Math.snapTo(this.position.y, this.snap); } - this._isoPositionChanged = false; + this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; } }; +Phaser.Plugin.Isometric.IsoSprite.prototype.resetIsoBounds = function () { + if (typeof this._isoBounds === "undefined") { + this._isoBounds = new Phaser.Plugin.Isometric.Cube(); + } + + var asx = Math.abs(this.scale.x); + var asy = Math.abs(this.scale.y); + + this._isoBounds.widthX = (Math.abs(this.width) * 0.5) * asx; + this._isoBounds.widthY = (Math.abs(this.width) * 0.5) * asx; + this._isoBounds.height = (Math.abs(this.height) - (Math.abs(this.width) * 0.5)) * asy; + + this._isoBounds.x = this.isoX + (this._isoBounds.widthX * -this.anchor.x) + this._isoBounds.widthX * 0.5; + this._isoBounds.y = this.isoY + (this._isoBounds.widthY * this.anchor.x) - this._isoBounds.widthY * 0.5; + this._isoBounds.z = this.isoZ - (Math.abs(this.height) * (1 - this.anchor.y)) + (Math.abs(this.width * 0.5)); + + return this._isoBounds; +}; + /** * The axonometric position of the IsoSprite on the x axis. Increasing the x coordinate will move the object down and to the right on the screen. * @@ -108,7 +140,7 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoX", { }, set: function (value) { this._isoPosition.x = value; - this._depthChanged = this._isoPositionChanged = true; + this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; } }); @@ -124,7 +156,7 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoY", { }, set: function (value) { this._isoPosition.y = value; - this._depthChanged = this._isoPositionChanged = true; + this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; } }); @@ -140,7 +172,7 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoZ", { }, set: function (value) { this._isoPosition.z = value; - this._depthChanged = this._isoPositionChanged = true; + this._depthChanged = this._isoPositionChanged = this._isoBoundsChanged = true; } }); @@ -148,7 +180,7 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoZ", { * A Point3 object representing the axonometric position of the IsoSprite. * * @name Phaser.Plugin.Isometric.IsoSprite#isoPosition - * @property {Point3} isoPosition - The axonometric position of the IsoSprite on the z axis. + * @property {Point3} isoPosition - The axonometric position of the IsoSprite. * @readonly */ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoPosition", { @@ -157,6 +189,23 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoPosition" } }); +/** + * A Cube object representing the derived boundsof the IsoSprite. + * + * @name Phaser.Plugin.Isometric.IsoSprite#isoBounds + * @property {Point3} isoBounds - The derived 3D bounds of the IsoSprite. + * @readonly + */ +Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoBounds", { + get: function () { + if (this._isoBoundsChanged) { + this.resetIsoBounds(); + this._isoBoundsChanged = false; + } + return this._isoBounds; + } +}); + /** * The non-unit distance of the IsoSprite from the 'front' of the scene. Used to correctly depth sort a group of IsoSprites. * @@ -214,3 +263,78 @@ Phaser.GameObjectFactory.prototype.isoSprite = function (x, y, z, key, frame, gr return group.add(new Phaser.Plugin.Isometric.IsoSprite(this.game, x, y, z, key, frame)); }; + +Phaser.Utils.Debug.prototype.isoSprite = function (sprite, color, filled) { + + if (!sprite.isoBounds) { + return; + } + + if (typeof filled === 'undefined') { + filled = true; + } + + color = color || 'rgba(0,255,0,0.4)'; + + + var points = [], + corners = sprite.isoBounds.getCorners(); + + var posX = -sprite.game.camera.x; + var posY = -sprite.game.camera.y; + + this.start(); + + if (filled) { + points = [corners[1], corners[3], corners[2], corners[6], corners[4], corners[5], corners[1]]; + + points = points.map(function (p) { + var newPos = this.game.iso.project(p); + newPos.x += posX; + newPos.y += posY; + return newPos; + }); + this.context.beginPath(); + this.context.fillStyle = color; + this.context.moveTo(points[0].x, points[0].y); + + for (var i = 1; i < points.length; i++) { + this.context.lineTo(points[i].x, points[i].y); + } + this.context.fill(); + } else { + points = corners.slice(0, corners.length); + points = points.map(function (p) { + var newPos = this.game.iso.project(p); + newPos.x += posX; + newPos.y += posY; + return newPos; + }); + + this.context.moveTo(points[0].x, points[0].y); + this.context.beginPath(); + this.context.strokeStyle = color; + + this.context.lineTo(points[1].x, points[1].y); + this.context.lineTo(points[3].x, points[3].y); + this.context.lineTo(points[2].x, points[2].y); + this.context.lineTo(points[6].x, points[6].y); + this.context.lineTo(points[4].x, points[4].y); + this.context.lineTo(points[5].x, points[5].y); + this.context.lineTo(points[1].x, points[1].y); + this.context.lineTo(points[0].x, points[0].y); + this.context.lineTo(points[4].x, points[4].y); + this.context.moveTo(points[0].x, points[0].y); + this.context.lineTo(points[2].x, points[2].y); + this.context.moveTo(points[3].x, points[3].y); + this.context.lineTo(points[7].x, points[7].y); + this.context.lineTo(points[6].x, points[6].y); + this.context.moveTo(points[7].x, points[7].y); + this.context.lineTo(points[5].x, points[5].y); + this.context.stroke(); + this.context.closePath(); + } + + this.stop(); + +}; \ No newline at end of file diff --git a/src/Isometric.js b/src/Isometric.js index b4b9b13..1fa93a3 100644 --- a/src/Isometric.js +++ b/src/Isometric.js @@ -53,7 +53,7 @@ Phaser.Plugin.Isometric = function (game, parent) { Phaser.Plugin.Isometric.prototype = Object.create(Phaser.Plugin.prototype); Phaser.Plugin.Isometric.prototype.constructor = Phaser.Plugin.Isometric; -Phaser.Plugin.Isometric.VERSION = '0.7.5'; +Phaser.Plugin.Isometric.VERSION = '0.8.0'; // Directional consts Phaser.Plugin.Isometric.UP = 0; diff --git a/src/Octree.js b/src/Octree.js index f0c5fe7..b4c028c 100644 --- a/src/Octree.js +++ b/src/Octree.js @@ -168,10 +168,10 @@ Phaser.Plugin.Isometric.Octree.prototype = { var index; // if we have subnodes ... - if (this.nodes[0] !== null) { + if (this.nodes[0] != null) { index = this.getIndex(body); - if (index !== -1) { + if (index != -1) { this.nodes[index].insert(body); return; } @@ -181,7 +181,7 @@ Phaser.Plugin.Isometric.Octree.prototype = { if (this.objects.length > this.maxObjects && this.level < this.maxLevels) { // Split if we don't already have subnodes - if (this.nodes[0] === null) { + if (this.nodes[0] == null) { this.split(); } @@ -189,7 +189,7 @@ Phaser.Plugin.Isometric.Octree.prototype = { while (i < this.objects.length) { index = this.getIndex(this.objects[i]); - if (index !== -1) { + if (index != -1) { // this is expensive - see what we can do about it this.nodes[index].insert(this.objects.splice(i, 1)[0]); } else { @@ -346,9 +346,16 @@ Phaser.Utils.Debug.prototype.octree = function (octree, color) { var cube = new Phaser.Plugin.Isometric.Cube(bounds.x, bounds.y, bounds.z, bounds.widthX, bounds.widthY, bounds.height); var corners = cube.getCorners(); + var posX = -this.game.camera.x; + var posY = -this.game.camera.y; + points = corners.slice(0, corners.length); + points = points.map(function (p) { - return this.game.iso.project(p); + var newPos = this.game.iso.project(p); + newPos.x += posX; + newPos.y += posY; + return newPos; }); this.context.moveTo(points[0].x, points[0].y); diff --git a/src/Projector.js b/src/Projector.js index 903950f..1545b29 100644 --- a/src/Projector.js +++ b/src/Projector.js @@ -73,6 +73,98 @@ Phaser.Plugin.Isometric.Projector.prototype = { out.y += this.game.world.height * this.anchor.y; return out; + }, + + /** + * Perform a simple depth sort on all IsoSprites in the passed group. This function is fast and will accurately sort items on a single z-plane, but breaks down when items are above/below one another in certain configurations. + * + * @method Phaser.Plugin.Isometric.Projector#simpleSort + * @param {Phaser.Group} group - A group of IsoSprites to sort. + */ + simpleSort: function(group) { + group.sort("depth"); + }, + + /** + * Perform a volume-based topological sort on all IsoSprites in the passed group or array. Will use the body if available, otherwise it will use an automatically generated bounding cube. If a group is passed, Phaser.Group#sort is automatically called on the specified property. + * Routine adapted from this tutorial: http://mazebert.com/2013/04/18/isometric-depth-sorting/ + * + * @method Phaser.Plugin.Isometric.Projector#topologicalSort + * @param {Phaser.Group|array} group - A group or array of IsoSprites to sort. + * @param {number} [padding] - The amount of extra tolerance in the depth sorting; larger values reduce flickering when objects collide, but also introduce inaccuracy when objects are close. Defaults to 1.5. + * @param {string} [prop] - The property to store the depth information on. If not specified, it will default to 'isoDepth'. + */ + topologicalSort: function (group, padding, prop) { + var children, isGroup; + + if (group instanceof Phaser.Group) { + children = group.children; + isGroup = true; + } + else if (group.length) { + children = group; + } + else { + return; + } + + prop = prop || "isoDepth"; + + if (typeof padding === "undefined") { + padding = 1.5; + } + else { + padding = padding; + } + + var a, b, i, j, bounds, behindIndex, len = children.length; + + for (i = 0; i < len; i++) { + a = children[i]; + behindIndex = 0; + if (!a.isoSpritesBehind) { + a.isoSpritesBehind = []; + } + + for (j = 0; j < len; j++) { + if (i != j) { + b = children[j]; + bounds = a.body || a.isoBounds; + if (b._isoPosition.x + padding < bounds.frontX - padding && b._isoPosition.y + padding < bounds.frontY - padding && b._isoPosition.z + padding < bounds.top - padding) { + a.isoSpritesBehind[behindIndex++] = b; + } + } + } + a.isoVisitedFlag = false; + } + + var _sortDepth = 0; + + function visitNode(node) { + if (node.isoVisitedFlag === false) { + node.isoVisitedFlag = true; + var spritesBehindLength = node.isoSpritesBehind.length; + for (var k = 0; k < spritesBehindLength; k++) { + if (node.isoSpritesBehind[k] === null) { + break; + } + else { + visitNode(node.isoSpritesBehind[k]); + node.isoSpritesBehind[k] = null; + } + } + + node[prop] = _sortDepth++; + } + } + + for (i = 0; i < len; i++) { + visitNode(children[i]); + } + + if (isGroup) { + group.sort(prop); + } } }; diff --git a/src/physics/World.js b/src/physics/World.js index 39f7ada..06b9cf7 100644 --- a/src/physics/World.js +++ b/src/physics/World.js @@ -387,7 +387,14 @@ Phaser.Plugin.Isometric.Arcade.prototype = { this._result = false; this._total = 0; - this.collideHandler(object1, object2, collideCallback, processCallback, callbackContext, false); + if (Array.isArray(object2)) { + for (var i = 0, len = object2.length; i < len; i++) { + this.collideHandler(object1, object2[i], collideCallback, processCallback, callbackContext, false); + } + } + else { + this.collideHandler(object1, object2, collideCallback, processCallback, callbackContext, false); + } return (this._total > 0); @@ -408,25 +415,25 @@ Phaser.Plugin.Isometric.Arcade.prototype = { collideHandler: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly) { // Only collide valid objects - if (!object2 && (object1.type === Phaser.GROUP || Array.isArray(object1))) { + if (!object2 && object1.type === Phaser.GROUP) { this.collideGroupVsSelf(object1, collideCallback, processCallback, callbackContext, overlapOnly); return; } - if (object1 && object2 && (object1.exists || object1.length) && (object2.exists || object2.length)) { + if (object1 && object2 && object1.exists && object2.exists) { // ISOSPRITES if (object1.type === Phaser.Plugin.Isometric.ISOSPRITE) { if (object2.type === Phaser.Plugin.Isometric.ISOSPRITE) { this.collideSpriteVsSprite(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); - } else if (object2.type === Phaser.GROUP || Array.isArray(object2)) { + } else if (object2.type === Phaser.GROUP) { this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); } } // GROUPS - else if (object1.type === Phaser.GROUP || Array.isArray(object1)) { + else if (object1.type === Phaser.GROUP) { if (object2.type === Phaser.Plugin.Isometric.ISOSPRITE) { this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly); - } else if (object2.type === Phaser.GROUP || Array.isArray(object2)) { + } else if (object2.type === Phaser.GROUP) { this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly); } }