/**
- * @class Phaser.Plugin.Isometric.Cube
- *
- * @classdesc
- * Creates a new Cube object with the bottom-back corner specified by the x, y and z parameters, with the specified breadth (widthX), depth (widthY) and height parameters. If you call this function without parameters, a Cube with x, y, z, breadth, depth and height properties set to 0 is created.
- *
- * @constructor
- * @param {number} x - The x coordinate of the bottom-back corner of the Cube.
- * @param {number} y - The y coordinate of the bottom-back corner of the Cube.
- * @param {number} z - The z coordinate of the bottom-back corner of the Cube.
- * @param {number} widthX - The X axis width (breadth) of the Cube. Should always be either zero or a positive value.
- * @param {number} widthY - The Y axis width (depth) of the Cube. Should always be either zero or a positive value.
- * @param {number} height - The Z axis height of the Cube. Should always be either zero or a positive value.
- * @return {Phaser.Plugin.Isometric.Cube} This Cube object.
- */
-Phaser.Plugin.Isometric.Cube = function (x, y, z, widthX, widthY, height) {
-
- x = x || 0;
- y = y || 0;
- z = z || 0;
- widthX = widthX || 0;
- widthY = widthY || 0;
- height = height || 0;
-
- /**
- * @property {number} x - The x coordinate of the bottom-back corner of the Cube.
- */
- this.x = x;
-
- /**
- * @property {number} y - The y coordinate of the bottom-back corner of the Cube.
- */
- this.y = y;
-
- /**
- * @property {number} z - The z coordinate of the bottom-back corner of the Cube.
- */
- this.z = z;
-
- /**
- * @property {number} widthX - The X axis width (breadth) of the Cube. This value should never be set to a negative.
- */
- this.widthX = widthX;
-
- /**
- * @property {number} widthY - The Y axis width (depth) of the Cube. This value should never be set to a negative.
- */
- this.widthY = widthY;
-
- /**
- * @property {number} height - The Z axis height of the Cube. This value should never be set to a negative.
- */
- this.height = height;
-
- /**
- * @property {Array.<Phaser.Plugin.Isometric.Point3>} _corners - The 8 corners of the Cube.
- * @private
- */
- 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 = {
- /**
- * Sets the members of Cube to the specified values.
- * @method Phaser.Plugin.Isometric.Cube#setTo
- * @param {number} x - The x coordinate of the bottom-back corner of the Cube.
- * @param {number} y - The y coordinate of the bottom-back corner of the Cube.
- * @param {number} z - The z coordinate of the bottom-back corner of the Cube.
- * @param {number} widthX - The X axis width (breadth) of the Cube. This value should never be set to a negative.
- * @param {number} widthY - The Y axis width (depth) of the Cube. This value should never be set to a negative.
- * @param {number} height - The Z axis height of the Cube. This value should never be set to a negative.
- * @return {Phaser.Plugin.Isometric.Cube} This Cube object
- */
- setTo: function (x, y, z, widthX, widthY, height) {
-
- this.x = x;
- this.y = y;
- this.z = z;
- this.widthX = widthX;
- this.widthY = widthY;
- this.height = height;
-
- return this;
-
- },
-
- /**
- * Copies the x, y, z, widthX, widthY and height properties from any given object to this Cube.
- * @method Phaser.Plugin.Isometric.Cube#copyFrom
- * @param {any} source - The object to copy from.
- * @return {Phaser.Plugin.Isometric.Cube} This Cube object.
- */
- copyFrom: function (source) {
-
- this.setTo(source.x, source.y, source.z, source.widthX, source.widthY, source.height);
-
- },
-
- /**
- * Copies the x, y, z, widthX, widthY and height properties from this Cube to any given object.
- * @method Phaser.Plugin.Isometric.Cube#copyTo
- * @param {any} dest - The object to copy to.
- * @return {Phaser.Plugin.Isometric.Cube} This Cube object.
- */
- copyTo: function (dest) {
-
- dest.x = this.x;
- dest.y = this.y;
- dest.z = this.z;
- dest.widthX = this.widthX;
- dest.widthY = this.widthY;
- dest.height = this.height;
-
- return dest;
-
- },
-
- /**
- * The size of the Cube object, expressed as a Point3 object with the values of the widthX, widthY and height properties.
- * @method Phaser.Plugin.Isometric.Cube#size
- * @param {Phaser.Plugin.Isometric.Point3} [output] - Optional Point3 object. If given the values will be set into the object, otherwise a brand new Point3 object will be created and returned.
- * @return {Phaser.Plugin.Isometric.Point3} The size of the Cube object.
- */
- size: function (output) {
-
- return Phaser.Plugin.Isometric.Cube.size(this, output);
-
- },
-
- /**
- * Returns a new Cube object with the same values for the x, y, z, widthX, widthY and height properties as the original Cube object.
- * @method Phaser.Plugin.Isometric.Cube#clone
- * @param {Phaser.Plugin.Isometric.Cube} [output] - Optional Cube object. If given the values will be set into the object, otherwise a brand new Cube object will be created and returned.
- * @return {Phaser.Plugin.Isometric.Cube}
- */
- clone: function (output) {
-
- return Phaser.Plugin.Isometric.Cube.clone(this, output);
-
- },
-
- /**
- * Determines whether the two Cubes intersect with each other.
- * This method checks the x, y, z, widthX, widthY, and height properties of the Cubes.
- * @method Phaser.Plugin.Isometric.Cube#intersects
- * @param {Phaser.Plugin.Isometric.Cube} b - The second Cube object.
- * @return {boolean} A value of true if the specified object intersects with this Cube object; otherwise false.
- */
- intersects: function (b) {
-
- return Phaser.Plugin.Isometric.Cube.intersects(this, b);
-
- },
-
- /**
- * Updates and returns an Array of eight Point3 objects containing the corners of this Cube.
- * @method Phaser.Plugin.Isometric.Cube#getCorners
- * @return {Array.<Phaser.Plugin.Isometric.Point3>} The corners of this Cube expressed as an Array of eight Point3 objects.
- */
- getCorners: function () {
-
- 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);
-
- return this._corners;
-
- },
-
- /**
- * Returns a string representation of this object.
- * @method Phaser.Plugin.Isometric.Cube#toString
- * @return {string} A string representation of the instance.
- */
- 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 + ")}]";
-
- }
-};
-
-/**
- * @name Phaser.Plugin.Isometric.Cube#halfWidthX
- * @property {number} halfWidthX - Half of the widthX of the Cube.
- * @readonly
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "halfWidthX", {
-
- get: function () {
- return Math.round(this.widthX * 0.5);
- }
-
-});
-
-/**
- * @name Phaser.Plugin.Isometric.Cube#halfWidthY
- * @property {number} halfWidthY - Half of the widthY of the Cube.
- * @readonly
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "halfWidthY", {
-
- get: function () {
- return Math.round(this.widthY * 0.5);
- }
-
-});
-
-/**
- * @name Phaser.Plugin.Isometric.Cube#halfHeight
- * @property {number} halfHeight - Half of the height of the Cube.
- * @readonly
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "halfHeight", {
-
- get: function () {
- return Math.round(this.height * 0.5);
- }
-
-});
-
-/**
- * The z coordinate of the bottom of the Cube. Changing the bottom property of a Cube object has no effect on the x, y, widthX and widthY properties.
- * However it does affect the height property, whereas changing the z value does not affect the height property.
- * @name Phaser.Plugin.Isometric.Cube#bottom
- * @property {number} bottom - The z coordinate of the bottom of the Cube.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "bottom", {
-
- get: function () {
- return this.z;
- },
-
- set: function (value) {
- if (value >= this.top) {
- this.height = 0;
- } else {
- this.height = (this.top - value);
- }
- this.z = value;
- }
-
-});
-
-/**
- * The sum of the z and height properties. Changing the top property of a Cube object has no effect on the x, y, z, widthX and widthY properties, but does change the height property.
- * @name Phaser.Plugin.Isometric.Cube#top
- * @property {number} top - The sum of the z and height properties.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "top", {
-
- get: function () {
- return this.z + this.height;
- },
-
- set: function (value) {
- if (value <= this.z) {
- this.height = 0;
- } else {
- this.height = (value - this.z);
- }
- }
-
-});
-
-/**
- * The x coordinate of the back of the Cube. Changing the backX property of a Cube object has no effect on the y, z, widthY and height properties. However it does affect the widthX property, whereas changing the x value does not affect the width property.
- * @name Phaser.Plugin.Isometric.Cube#backX
- * @property {number} backX - The x coordinate of the left of the Cube.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "backX", {
-
- get: function () {
- return this.x;
- },
-
- set: function (value) {
- if (value >= this.frontX) {
- this.widthX = 0;
- } else {
- this.widthX = (this.frontX - value);
- }
- this.x = value;
- }
-
-});
-
-/**
- * The y coordinate of the back of the Cube. Changing the backY property of a Cube object has no effect on the x, z, widthX and height properties. However it does affect the widthY property, whereas changing the y value does not affect the width property.
- * @name Phaser.Plugin.Isometric.Cube#backY
- * @property {number} backY - The x coordinate of the left of the Cube.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "backY", {
-
- get: function () {
- return this.y;
- },
-
- set: function (value) {
- if (value >= this.frontY) {
- this.widthY = 0;
- } else {
- this.widthY = (this.frontY - value);
- }
- this.y = value;
- }
-
-});
-
-/**
- * The sum of the x and widthX properties. Changing the frontX property of a Cube object has no effect on the x, y, z, widthY and height properties, however it does affect the widthX property.
- * @name Phaser.Plugin.Isometric.Cube#frontX
- * @property {number} frontX - The sum of the x and widthX properties.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "frontX", {
-
- get: function () {
- return this.x + this.widthX;
- },
-
- set: function (value) {
- if (value <= this.x) {
- this.widthX = 0;
- } else {
- this.widthX = (value - this.x);
- }
- }
-
-});
-
-/**
- * The sum of the y and widthY properties. Changing the frontY property of a Cube object has no effect on the x, y, z, widthX and height properties, however it does affect the widthY property.
- * @name Phaser.Plugin.Isometric.Cube#frontY
- * @property {number} frontY - The sum of the y and widthY properties.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "frontY", {
-
- get: function () {
- return this.y + this.widthY;
- },
-
- set: function (value) {
- if (value <= this.y) {
- this.widthY = 0;
- } else {
- this.widthY = (value - this.y);
- }
- }
-
-});
-
-/**
- * The volume of the Cube derived from widthX * widthY * height.
- * @name Phaser.Plugin.Isometric.Cube#volume
- * @property {number} volume - The volume of the Cube derived from widthX * widthY * height.
- * @readonly
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "volume", {
-
- get: function () {
- return this.widthX * this.widthY * this.height;
- }
-
-});
-
-/**
- * The x coordinate of the center of the Cube.
- * @name Phaser.Plugin.Isometric.Cube#centerX
- * @property {number} centerX - The x coordinate of the center of the Cube.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "centerX", {
- get: function () {
- return this.x + this.halfWidthX;
- },
-
- set: function (value) {
- this.x = value - this.halfWidthX;
- }
-});
-
-/**
- * The y coordinate of the center of the Cube.
- * @name Phaser.Plugin.Isometric.Cube#centerY
- * @property {number} centerY - The y coordinate of the center of the Cube.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "centerY", {
- get: function () {
- return this.y + this.halfWidthY;
- },
-
- set: function (value) {
- this.y = value - this.halfWidthY;
- }
-});
-
-/**
- * The z coordinate of the center of the Cube.
- * @name Phaser.Plugin.Isometric.Cube#centerZ
- * @property {number} centerZ - The z coordinate of the center of the Cube.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "centerZ", {
- get: function () {
- return this.z + this.halfHeight;
- },
-
- set: function (value) {
- this.z = value - this.halfHeight;
- }
-});
-
-/**
- * A random value between the frontX and backX values (inclusive) of the Cube.
- *
- * @name Phaser.Plugin.Isometric.Cube#randomX
- * @property {number} randomX - A random value between the frontX and backX values (inclusive) of the Cube.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "randomX", {
-
- get: function () {
-
- return this.x + (Math.random() * this.widthX);
-
- }
-
-});
-
-/**
- * A random value between the frontY and backY values (inclusive) of the Cube.
- *
- * @name Phaser.Plugin.Isometric.Cube#randomY
- * @property {number} randomY - A random value between the frontY and backY values (inclusive) of the Cube.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "randomY", {
-
- get: function () {
-
- return this.y + (Math.random() * this.widthY);
-
- }
-
-});
-
-/**
- * A random value between the bottom and top values (inclusive) of the Cube.
- *
- * @name Phaser.Plugin.Isometric.Cube#randomZ
- * @property {number} randomZ - A random value between the bottom and top values (inclusive) of the Cube.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "randomZ", {
-
- get: function () {
-
- return this.z + (Math.random() * this.height);
-
- }
-
-});
-
-/**
- * Determines whether or not this Cube object is empty. A Cube object is empty if its widthX, widthY or height is less than or equal to 0.
- * If set to true then all of the Cube properties are set to 0.
- * @name Phaser.Plugin.Isometric.Cube#empty
- * @property {boolean} empty - Gets or sets the Cube's empty state.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.Cube.prototype, "empty", {
-
- get: function () {
- return (!this.widthX || !this.widthY || !this.height);
- },
-
- set: function (value) {
-
- if (value === true) {
- this.setTo(0, 0, 0, 0, 0, 0);
- }
-
- }
-
-});
-
-/**
- * The size of the Cube object, expressed as a Point3 object with the values of the widthX, widthY and height properties.
- * @method Phaser.Plugin.Isometric.Cube.size
- * @param {Phaser.Plugin.Isometric.Cube} a - The Cube object.
- * @param {Phaser.Plugin.Isometric.Point3} [output] - Optional Point3 object. If given the values will be set into the object, otherwise a brand new Point3 object will be created and returned.
- * @return {Phaser.Plugin.Isometric.Point3} The size of the Cube object
- */
-Phaser.Plugin.Isometric.Cube.size = function (a, output) {
- if (typeof output === "undefined" || output === null) {
- output = new Phaser.Plugin.Isometric.Point3(a.widthX, a.widthY, a.height);
- } else {
- output.setTo(a.widthX, a.widthY, a.height);
- }
-
- return output;
-};
-
-/**
- * Returns a new Cube object with the same values for the x, y, z, widthX, widthY, and height properties as the original Cube object.
- * @method Phaser.Plugin.Isometric.Cube.clone
- * @param {Phaser.Plugin.Isometric.Cube} a - The Cube object.
- * @param {Phaser.Plugin.Isometric.Cube} [output] - Optional Cube object. If given the values will be set into the object, otherwise a brand new Cube object will be created and returned.
- * @return {Phaser.Plugin.Isometric.Cube}
- */
-Phaser.Plugin.Isometric.Cube.clone = function (a, output) {
- if (typeof output === "undefined" || output === null) {
- output = new Phaser.Plugin.Isometric.Cube(a.x, a.y, a.z, a.widthX, a.widthY, a.height);
- } else {
- output.setTo(a.x, a.y, a.z, a.widthX, a.widthY, a.height);
- }
-
- return output;
-};
-
-/**
- * Determines whether the specified coordinates are contained within the region defined by this Cube object.
- * @method Phaser.Plugin.Isometric.Cube.contains
- * @param {Phaser.Plugin.Isometric.Cube} a - The Cube object.
- * @param {number} x - The x coordinate of the point to test.
- * @param {number} y - The y coordinate of the point to test.
- * @param {number} z - The z coordinate of the point to test.
- * @return {boolean} A value of true if the Cube object contains the specified point; otherwise false.
- */
-Phaser.Plugin.Isometric.Cube.contains = function (a, x, y, z) {
- if (a.widthX <= 0 || a.widthY <= 0 || a.height <= 0) {
- return false;
- }
-
- return (x >= a.x && x <= a.right && y >= a.y && y <= a.back && z >= a.z && z <= a.top);
-};
-
-/**
- * Determines whether the specified point is contained within the cubic region defined by this Cube object. This method is similar to the Cube.contains() method, except that it takes a Point3 object as a parameter.
- * @method Phaser.Plugin.Isometric.Cube.containsPoint3
- * @param {Phaser.Plugin.Isometric.Cube} a - The Cube object.
- * @param {Phaser.Plugin.Isometric.Point3} point3 - The Point3 object being checked. Can be Point3 or any object with .x, .y and .z values.
- * @return {boolean} A value of true if the Cube object contains the specified point; otherwise false.
- */
-Phaser.Plugin.Isometric.Cube.containsPoint3 = function (a, point3) {
- return Phaser.Plugin.Isometric.Cube.contains(a, point3.x, point3.y, point3.z);
-};
-
-/**
- * Determines whether the first Cube object is fully contained within the second Cube object.
- * A Cube object is said to contain another if the second Cube object falls entirely within the boundaries of the first.
- * @method Phaser.Plugin.Isometric.Cube.containsCube
- * @param {Phaser.Plugin.Isometric.Cube} a - The first Cube object.
- * @param {Phaser.Plugin.Isometric.Cube} b - The second Cube object.
- * @return {boolean} A value of true if the Cube object contains the specified point; otherwise false.
- */
-Phaser.Plugin.Isometric.Cube.containsCube = function (a, b) {
-
- // If the given cube has a larger volume than this one then it can never contain it
- if (a.volume > b.volume) {
- return false;
- }
-
- return (a.x >= b.x && a.y >= b.y && a.z >= b.z && a.frontX <= b.frontX && a.frontY <= b.frontY && a.top <= b.top);
-
-};
-
-/**
- * Determines whether the two Cubes intersect with each other.
- * This method checks the x, y, z, widthX, widthY, and height properties of the Cubes.
- * @method Phaser.Plugin.Isometric.Cube.intersects
- * @param {Phaser.Plugin.Isometric.Cube} a - The first Cube object.
- * @param {Phaser.Plugin.Isometric.Cube} b - The second Cube object.
- * @return {boolean} A value of true if the specified object intersects with this Cube object; otherwise false.
- */
-Phaser.Plugin.Isometric.Cube.intersects = function (a, b) {
- if (a.widthX <= 0 || a.widthY <= 0 || a.height <= 0 || b.widthX <= 0 || b.widthY <= 0 || b.height <= 0) {
- return false;
- }
- return !(a.frontX < b.x || a.frontY < b.y || a.x > b.frontX || a.y > b.frontY || a.z > b.top || a.top < b.z);
-};
-
/**
-* @class Phaser.Plugin.Isometric.IsoSprite
-*
-* @classdesc
-* Create a new `IsoSprite` object. IsoSprites are extended versions of standard Sprites that are suitable for axonometric positioning.
-*
-* IsoSprites are simply Sprites that have three new position properties (isoX, isoY and isoZ) and ask the instance of Phaser.Plugin.Isometric.Projector what their position should be in a 2D scene whenever these properties are changed.
-* The IsoSprites retain their 2D position property to prevent any problems and allow you to interact with them as you would a normal Sprite. The upside of this simplicity is that things should behave predictably for those already used to Phaser.
-*
-* @constructor
-* @extends Phaser.Sprite
-* @param {Phaser.Game} game - A reference to the currently running game.
-* @param {number} x - The x coordinate (in 3D space) to position the IsoSprite at.
-* @param {number} y - The y coordinate (in 3D space) to position the IsoSprite at.
-* @param {number} z - The z coordinate (in 3D space) to position the IsoSprite at.
-* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the IsoSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
-* @param {string|number} frame - If this IsoSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
- */
-Phaser.Plugin.Isometric.IsoSprite = function (game, x, y, z, key, frame) {
-
- Phaser.Sprite.call(this, game, x, y, key, frame);
-
- /**
- * @property {number} type - The const type of this object.
- * @readonly
- */
- this.type = Phaser.Plugin.Isometric.ISOSPRITE;
-
- /**
- * @property {Phaser.Plugin.Isometric.Point3} _isoPosition - Internal 3D position.
- * @private
- */
- this._isoPosition = new Phaser.Plugin.Isometric.Point3(x, y, z);
-
- /**
- * @property {number} snap - Snap this IsoSprite's position to the specified value; handy for keeping pixel art snapped to whole pixels.
- * @default
- */
- this.snap = 0;
-
- /**
- * @property {number} _depth - Internal cached depth value.
- * @readonly
- * @private
- */
- this._depth = 0;
-
- /**
- * @property {boolean} _depthChanged - Internal invalidation control for depth management.
- * @readonly
- * @private
- */
- this._depthChanged = true;
-
- /**
- * @property {boolean} _isoPositionChanged - Internal invalidation control for positioning.
- * @readonly
- * @private
- */
- this._isoPositionChanged = true;
-
- this._project();
-};
-
-Phaser.Plugin.Isometric.IsoSprite.prototype = Object.create(Phaser.Sprite.prototype);
-Phaser.Plugin.Isometric.IsoSprite.prototype.constructor = Phaser.Plugin.Isometric.IsoSprite;
-
-/**
- * Internal function called by the World postUpdate cycle.
- *
- * @method Phaser.Plugin.Isometric.IsoSprite#postUpdate
- * @memberof Phaser.Plugin.Isometric.IsoSprite
- */
-Phaser.Plugin.Isometric.IsoSprite.prototype.postUpdate = function () {
- Phaser.Sprite.prototype.postUpdate.call(this);
-
- this._project();
-};
-
-/**
- * Internal function that performs the axonometric projection from 3D to 2D space.
- * @method Phaser.Plugin.Isometric.IsoSprite#_project
- * @memberof Phaser.Plugin.Isometric.IsoSprite
- * @private
- */
-Phaser.Plugin.Isometric.IsoSprite.prototype._project = function () {
- if (this._isoPositionChanged) {
- this.game.iso.project(this._isoPosition, this.position);
-
- if (this.snap > 0) {
- this.position.x = Phaser.Math.snapTo(this.position.x, this.snap);
- this.position.y = Phaser.Math.snapTo(this.position.y, this.snap);
- }
-
- this._isoPositionChanged = false;
- }
-};
-
-/**
- * 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.
- *
- * @name Phaser.Plugin.Isometric.IsoSprite#isoX
- * @property {number} isoX - The axonometric position of the IsoSprite on the x axis.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoX", {
- get: function () {
- return this._isoPosition.x;
- },
- set: function (value) {
- this._isoPosition.x = value;
- this._depthChanged = this._isoPositionChanged = true;
- }
-});
-
-/**
- * The axonometric position of the IsoSprite on the y axis. Increasing the y coordinate will move the object down and to the left on the screen.
- *
- * @name Phaser.Plugin.Isometric.IsoSprite#isoY
- * @property {number} isoY - The axonometric position of the IsoSprite on the y axis.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoY", {
- get: function () {
- return this._isoPosition.y;
- },
- set: function (value) {
- this._isoPosition.y = value;
- this._depthChanged = this._isoPositionChanged = true;
- }
-});
-
-/**
- * The axonometric position of the IsoSprite on the z axis. Increasing the z coordinate will move the object directly upwards on the screen.
- *
- * @name Phaser.Plugin.Isometric.IsoSprite#isoZ
- * @property {number} isoZ - The axonometric position of the IsoSprite on the z axis.
- */
-Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoZ", {
- get: function () {
- return this._isoPosition.z;
- },
- set: function (value) {
- this._isoPosition.z = value;
- this._depthChanged = this._isoPositionChanged = true;
- }
-});
-
-/**
- * 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.
- * @readonly
- */
-Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoPosition", {
- get: function () {
- return this._isoPosition;
- }
-});
-
-/**
- * The non-unit distance of the IsoSprite from the 'front' of the scene. Used to correctly depth sort a group of IsoSprites.
- *
- * @name Phaser.Plugin.Isometric.IsoSprite#depth
- * @property {number} depth - A calculated value used for depth sorting.
- * @readonly
- */
-Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "depth", {
- get: function () {
- if (this._depthChanged === true) {
- this._depth = (this._isoPosition.x + this._isoPosition.y);
- this._depthChanged = false;
- }
- return this._depth;
- }
-});
-
-/**
- * Create a new IsoSprite with specific position and sprite sheet key.
- *
- * @method Phaser.GameObjectFactory#isoSprite
- * @param {number} x - X position of the new IsoSprite.
- * @param {number} y - Y position of the new IsoSprite.
- * @param {number} y - Z position of the new IsoSprite.
- * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
- * @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
- * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
- * @returns {Phaser.Plugin.Isometric.IsoSprite} the newly created IsoSprite object.
- */
-
-Phaser.GameObjectCreator.prototype.isoSprite = function (x, y, z, key, frame) {
-
- return new Phaser.Plugin.Isometric.IsoSprite(this.game, x, y, z, key, frame);
-
-};
-
-/**
- * Create a new IsoSprite with specific position and sprite sheet key.
- *
- * @method Phaser.GameObjectFactory#isoSprite
- * @param {number} x - X position of the new IsoSprite.
- * @param {number} y - Y position of the new IsoSprite.
- * @param {number} y - Z position of the new IsoSprite.
- * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
- * @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
- * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
- * @returns {Phaser.Plugin.Isometric.IsoSprite} the newly created IsoSprite object.
- */
-Phaser.GameObjectFactory.prototype.isoSprite = function (x, y, z, key, frame, group) {
-
- if (typeof group === 'undefined') {
- group = this.world;
- }
-
- return group.add(new Phaser.Plugin.Isometric.IsoSprite(this.game, x, y, z, key, frame));
-
-};
-
/**
-* The MIT License (MIT)
-
-* Copyright (c) 2014 Lewis Lane
-
-* Permission is hereby granted, free of charge, to any person obtaining a copy
-* of this software and associated documentation files (the "Software"), to deal
-* in the Software without restriction, including without limitation the rights
-* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-* copies of the Software, and to permit persons to whom the Software is
-* furnished to do so, subject to the following conditions:
-*
-* The above copyright notice and this permission notice shall be included in
-* all copies or substantial portions of the Software.
-*
-* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-* THE SOFTWARE.
-*
-*
-*
-*/
-
-/**
- * @author Lewis Lane <lew@rotates.org>
- * @copyright 2014 Lewis Lane (Rotates.org)
- * @license {@link http://opensource.org/licenses/MIT|MIT License}
- */
-
-/**
- * @class Phaser.Plugin.Isometric
- *
- * @classdesc
- * Isometric is a comprehensive axonometric plugin for Phaser which provides an API for handling axonometric projection of assets in 3D space to the screen.
- * The goal has been to mimic as closely as possible the existing APIs provided by Phaser for standard orthogonal 2D projection, but add a third dimension.
- * Also included is an Arcade-based 3D AABB physics engine, which again is closely equivalent in functionality and its API.
- *
- * @constructor
- * @param {Phaser.Game} game The current game instance.
- */
-Phaser.Plugin.Isometric = function (game, parent) {
-
- Phaser.Plugin.call(this, game, parent);
-
- // Add an instance of Isometric.Projector to game.iso if it doesn't exist already
- 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 = '0.7.3';
-
-// Directional consts
-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;
-
-// Type consts
-Phaser.Plugin.Isometric.ISOSPRITE = 'isosprite';
-Phaser.Plugin.Isometric.ISOARCADE = 'isoarcade';
-
-// Projection angles
-Phaser.Plugin.Isometric.CLASSIC = 0.5;
-Phaser.Plugin.Isometric.TRUE = 0.6154797093263624;
-
Set the checkCollision properties to control for which bounds collision is processed.
-For example checkCollision.down = false means Bodies cannot collide with the World.bounds.bottom.
If true, the collision/overlap routines will use a QuadTree, which will ignore the z position of objects when determining potential collisions. This will be faster if you don't do a lot of stuff on the z-axis.
Checks for collision between two game objects. You can perform IsoSprite vs. IsoSprite, IsoSprite vs. Group or Group vs. Group collisions.
-The second parameter can be an array of objects, of differing types.
-The objects are also automatically separated. If you don't require separation then use IsoArcade.overlap instead.
-An optional processCallback can be provided. If given this function will be called when two sprites are found to be colliding. It is called before any separation takes place,
-giving you the chance to perform additional checks. If the function returns true then the collision and separation is carried out. If it returns false it is skipped.
-The collideCallback is an optional function that is only called if two sprites collide. If a processCallback has been set then it needs to return true for collideCallback to be called.
-NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups within Groups).
The second object or array of objects to check. Can be Phaser.Plugin.Isometric.IsoSprite or Phaser.Group.
-
-
-
-
-
-
-
collideCallback
-
-
-
-
-
-function
-
-
-
-
-
-
-
-
- <optional>
-
-
-
-
-
-
-
-
-
-
-
- null
-
-
-
-
-
An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.
-
-
-
-
-
-
-
processCallback
-
-
-
-
-
-function
-
-
-
-
-
-
-
-
- <optional>
-
-
-
-
-
-
-
-
-
-
-
- null
-
-
-
-
-
A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
-Based on a function in Flixel by @ADAMATOMIC
-
-
-
-
-
-
-
-
-
Parameters:
-
-
-
-
-
-
-
Name
-
-
-
Type
-
-
-
Argument
-
-
-
-
Default
-
-
-
Description
-
-
-
-
-
-
-
-
-
axis
-
-
-
-
-
-number
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
0 for nothing, 1 for X-axis, 2 for Y-axis, 3 for vertical (Z-axis).
The distance between the source and target objects.
-
-
-
-
-
-
- Type
-
-
-
-number
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
distanceToXY(displayObject, x, y) → {number}
-
-
-
-
-
-
-
-
Find the distance between a display object (like a Sprite) and the given x/y coordinates only (ignore z).
-The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.
-If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()
The distance between the object and the x/y coordinates.
-
-
-
-
-
-
- Type
-
-
-
-number
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
distanceToXYZ(displayObject, x, y, z) → {number}
-
-
-
-
-
-
-
-
Find the distance between a display object (like a Sprite) and the given x/y/z coordinates.
-The calculation is made from the display objects x/y/z coordinate. This may be the top-left if its anchor hasn't been changed.
-If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()
The distance between the object and the x/y coordinates.
-
-
-
-
-
-
- Type
-
-
-
-number
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
enable(object, children)
-
-
-
-
-
-
-
-
This will create an IsoArcade Physics body on the given game object or array of game objects.
-A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a body property.
-
-
-
-
-
-
-
children
-
-
-
-
-
-boolean
-
-
-
-
-
-
-
-
- <optional>
-
-
-
-
-
-
-
-
-
-
-
- true
-
-
-
-
-
Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.
Creates an IsoArcade Physics body on the given game object.
-A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled.
-
-
-
-
-
-
-
-
-
Parameters:
-
-
-
-
-
-
-
Name
-
-
-
Type
-
-
-
-
-
-
Description
-
-
-
-
-
-
-
-
-
object
-
-
-
-
-
-object
-
-
-
-
-
-
-
-
-
-
The game object to create the physics body on. A body will only be created if this object has a null body property.
Checks for overlaps between two game objects. The objects can be IsoSprites or Groups.
-You can perform IsoSprite vs. IsoSprite, IsoSprite vs. Group and Group vs. Group overlap checks.
-Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.
-The second parameter can be an array of objects, of differing types.
-NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups within Groups).
The second object or array of objects to check. Can be Phaser.Plugin.Isometric.IsoSprite or Phaser.Group.
-
-
-
-
-
-
-
overlapCallback
-
-
-
-
-
-function
-
-
-
-
-
-
-
-
- <optional>
-
-
-
-
-
-
-
-
-
-
-
- null
-
-
-
-
-
An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.
-
-
-
-
-
-
-
processCallback
-
-
-
-
-
-function
-
-
-
-
-
-
-
-
- <optional>
-
-
-
-
-
-
-
-
-
-
-
- null
-
-
-
-
-
A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then overlapCallback will only be called if processCallback returns true.
The Physics Body is linked to a single IsoSprite. All physics operations should be performed against the body rather than
-the IsoSprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
This object is populated with boolean values when the Body collides with the World bounds or a Tile.
-For example if blocked.up is true then the Body cannot move up.
-
-
-
-
-
-
-
-
-
-
Properties:
-
-
-
-
-
-
-
-
Name
-
-
-
Type
-
-
-
-
-
-
Description
-
-
-
-
-
-
-
-
-
blocked
-
-
-
-
-
-object
-
-
-
-
-
-
-
-
-
-
An object containing on which faces this Body is blocked from moving, if any.
Set the checkCollision properties to control which directions collision is processed for this Body.
-For example checkCollision.up = false means it won't collide when the collision happened while moving up.
A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
This flag allows you to disable the custom x separation that takes place by Physics.IsoArcade.separate.
-Used in combination with your own collision processHandler you can create whatever type of collision response you need.
-
-
-
-
-
-
-
-
-
-
Properties:
-
-
-
-
-
-
-
-
Name
-
-
-
Type
-
-
-
-
-
-
Description
-
-
-
-
-
-
-
-
-
customSeparateX
-
-
-
-
-
-boolean
-
-
-
-
-
-
-
-
-
-
Use a custom separation system or the built-in one?
This flag allows you to disable the custom y separation that takes place by Physics.IsoArcade.separate.
-Used in combination with your own collision processHandler you can create whatever type of collision response you need.
-
-
-
-
-
-
-
-
-
-
Properties:
-
-
-
-
-
-
-
-
Name
-
-
-
Type
-
-
-
-
-
-
Description
-
-
-
-
-
-
-
-
-
customSeparateY
-
-
-
-
-
-boolean
-
-
-
-
-
-
-
-
-
-
Use a custom separation system or the built-in one?
This flag allows you to disable the custom z separation that takes place by Physics.IsoArcade.separate.
-Used in combination with your own collision processHandler you can create whatever type of collision response you need.
-
-
-
-
-
-
-
-
-
-
Properties:
-
-
-
-
-
-
-
-
Name
-
-
-
Type
-
-
-
-
-
-
Description
-
-
-
-
-
-
-
-
-
customSeparateZ
-
-
-
-
-
-boolean
-
-
-
-
-
-
-
-
-
-
Use a custom separation system or the built-in one?
If you have a Body that is being moved around the world via a tween or a Group motion, but its local x/y position never
-actually changes, then you should set Body.moves = false. Otherwise it will most likely fly off the screen.
-If you want the physics system to move the body around, then set moves to true.
-
-
-
-
-
-
-
-
-
-
Properties:
-
-
-
-
-
-
-
-
Name
-
-
-
Type
-
-
-
-
-
-
Description
-
-
-
-
-
-
-
-
-
moves
-
-
-
-
-
-boolean
-
-
-
-
-
-
-
-
-
-
Set to true to allow the Physics system to move this Body, other false to move it manually.
This object is populated with boolean values when the Body collides with another.
-touching.up = true means the collision happened to the top of this Body for example.
You can modify the size of the physics Body to be any dimension you need.
-So it could be smaller or larger than the parent Sprite. You can also control the x, y and z offset, which
-is the position of the Body relative to the center of the Sprite.
-
-
-
-
-
-
-
-
-
Parameters:
-
-
-
-
-
-
-
Name
-
-
-
Type
-
-
-
Argument
-
-
-
-
-
Description
-
-
-
-
-
-
-
-
-
widthX
-
-
-
-
-
-number
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
The X width (breadth) of the Body.
-
-
-
-
-
-
-
widthY
-
-
-
-
-
-number
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
The Y width (depth) of the Body.
-
-
-
-
-
-
-
height
-
-
-
-
-
-number
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
The height of the Body.
-
-
-
-
-
-
-
offsetX
-
-
-
-
-
-number
-
-
-
-
-
-
-
-
- <optional>
-
-
-
-
-
-
-
-
-
-
-
The X offset of the Body from the Sprite position.
-
-
-
-
-
-
-
offsetY
-
-
-
-
-
-number
-
-
-
-
-
-
-
-
- <optional>
-
-
-
-
-
-
-
-
-
-
-
The Y offset of the Body from the Sprite position.
-
-
-
-
-
-
-
offsetY
-
-
-
-
-
-number
-
-
-
-
-
-
-
-
- <optional>
-
-
-
-
-
-
-
-
-
-
-
The Z offset of the Body from the Sprite position.
Creates a new Cube object with the bottom-back corner specified by the x, y and z parameters, with the specified breadth (widthX), depth (widthY) and height parameters. If you call this function without parameters, a Cube with x, y, z, breadth, depth and height properties set to 0 is created.
The x coordinate of the back of the Cube. Changing the backX property of a Cube object has no effect on the y, z, widthY and height properties. However it does affect the widthX property, whereas changing the x value does not affect the width property.
The y coordinate of the back of the Cube. Changing the backY property of a Cube object has no effect on the x, z, widthX and height properties. However it does affect the widthY property, whereas changing the y value does not affect the width property.
The z coordinate of the bottom of the Cube. Changing the bottom property of a Cube object has no effect on the x, y, widthX and widthY properties.
-However it does affect the height property, whereas changing the z value does not affect the height property.
Determines whether or not this Cube object is empty. A Cube object is empty if its widthX, widthY or height is less than or equal to 0.
-If set to true then all of the Cube properties are set to 0.
The sum of the x and widthX properties. Changing the frontX property of a Cube object has no effect on the x, y, z, widthY and height properties, however it does affect the widthX property.
The sum of the y and widthY properties. Changing the frontY property of a Cube object has no effect on the x, y, z, widthX and height properties, however it does affect the widthY property.
The sum of the z and height properties. Changing the top property of a Cube object has no effect on the x, y, z, widthX and widthY properties, but does change the height property.
A value of true if the Cube object contains the specified point; otherwise false.
-
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- Type
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-boolean
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<static> containsCube(a, b) → {boolean}
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Determines whether the first Cube object is fully contained within the second Cube object.
-A Cube object is said to contain another if the second Cube object falls entirely within the boundaries of the first.
A value of true if the Cube object contains the specified point; otherwise false.
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-boolean
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<static> containsPoint3(a, point3) → {boolean}
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Determines whether the specified point is contained within the cubic region defined by this Cube object. This method is similar to the Cube.contains() method, except that it takes a Point3 object as a parameter.
Create a new IsoSprite object. IsoSprites are extended versions of standard Sprites that are suitable for axonometric positioning.
-
IsoSprites are simply Sprites that have three new position properties (isoX, isoY and isoZ) and ask the instance of Phaser.Plugin.Isometric.Projector what their position should be in a 2D scene whenever these properties are changed.
-The IsoSprites retain their 2D position property to prevent any problems and allow you to interact with them as you would a normal Sprite. The upside of this simplicity is that things should behave predictably for those already used to Phaser.
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new IsoSprite(game, x, y, z, key, frame)
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Parameters:
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Name
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Type
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Description
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game
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-Phaser.Game
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A reference to the currently running game.
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x
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-number
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The x coordinate (in 3D space) to position the IsoSprite at.
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y
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-number
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The y coordinate (in 3D space) to position the IsoSprite at.
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z
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-number
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The z coordinate (in 3D space) to position the IsoSprite at.
This is the image or texture used by the IsoSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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frame
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-string
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-number
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If this IsoSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
The Point3 object represents a location in a three-dimensional coordinate system,
-where x and y represent the horizontal axes and z represents the vertical axis.
-The following code creates a point at (0,0,0):
-var myPoint = new Phaser.Plugin.Isometric.Point3();
-
Creates a new Point3 object. If you pass no parameters a Point3 is created set to (0, 0, 0).
Sets the x, y and z values of this Point3 object to the given values.
-If you omit the y and z value then the x value will be applied to all three, for example:
-Point3.set(2) is the same as Point3.set(2, 2, 2)
-If however you set both x and y, but no z, the z value will be set to 0.
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Parameters:
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Name
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Type
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Argument
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Description
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x
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-number
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The x value of this point.
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y
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-number
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- <optional>
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The y value of this point. If not given the x value will be used in its place.
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z
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-number
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- <optional>
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The z value of this point. If not given and the y value is also not given, the x value will be used in its place.
Sets the x, y and z values of this Point3 object to the given values.
-If you omit the y and z value then the x value will be applied to all three, for example:
-Point3.setTo(2) is the same as Point3.setTo(2, 2, 2)
-If however you set both x and y, but no z, the z value will be set to 0.
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Parameters:
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Name
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Type
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Argument
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Description
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x
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-number
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The x value of this point.
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y
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-number
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- <optional>
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The y value of this point. If not given the x value will be used in its place.
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z
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-number
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- <optional>
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The z value of this point. If not given and the y value is also not given, the x value will be used in its place.
Use axonometric projection to transform a 3D Point3 coordinate to a 2D Point coordinate. If given the coordinates will be set into the object, otherwise a brand new Point object will be created and returned.
Use axonometric projection to transform a 3D Point3 coordinate to a 2D Point coordinate, ignoring the z-axis. If given the coordinates will be set into the object, otherwise a brand new Point object will be created and returned.
Isometric is a comprehensive axonometric plugin for Phaser which provides an API for handling axonometric projection of assets in 3D space to the screen.
-The goal has been to mimic as closely as possible the existing APIs provided by Phaser for standard orthogonal 2D projection, but add a third dimension.
-Also included is an Arcade-based 3D AABB physics engine, which again is closely equivalent in functionality and its API.
/**
- * @class Phaser.Plugin.Isometric.Point3
- *
- * @classdesc
- * The Point3 object represents a location in a three-dimensional coordinate system,
- * where x and y represent the horizontal axes and z represents the vertical axis.
- * The following code creates a point at (0,0,0):
- * `var myPoint = new Phaser.Plugin.Isometric.Point3();`
- *
- * Creates a new Point3 object. If you pass no parameters a Point3 is created set to (0, 0, 0).
- *
- * @constructor
- * @param {number} [x=0] - The horizontal X position of this Point.
- * @param {number} [y=0] - The horizontal Y position of this Point.
- * @param {number} [z=0] - The vertical position of this Point.
- */
-Phaser.Plugin.Isometric.Point3 = function (x, y, z) {
- x = x || 0;
- y = y || 0;
- z = z || 0;
-
- /**
- * @property {number} x - The x value of the point.
- */
- this.x = x;
-
- /**
- * @property {number} y - The y value of the point.
- */
- this.y = y;
-
- /**
- * @property {number} z - The z value of the point.
- */
- this.z = z;
-};
-
-Phaser.Plugin.Isometric.Point3.prototype = {
- /**
- * Copies the x, y and z properties from any given object to this Point3.
- *
- * @method Phaser.Plugin.Isometric.Point3#copyFrom
- * @param {any} source - The object to copy from.
- * @return {Phaser.Plugin.Isometric.Point3} This Point3 object.
- */
- copyFrom: function (source) {
-
- return this.setTo(source.x, source.y, source.z);
-
- },
-
- /**
- * Copies the x, y and z properties from this Point3 to any given object.
- *
- * @method Phaser.Plugin.Isometric.Point3#copyTo
- * @param {any} dest - The object to copy to.
- * @return {Object} The dest object.
- */
- copyTo: function (dest) {
-
- dest.x = this.x;
- dest.y = this.y;
- dest.z = this.z;
-
- return dest;
-
- },
-
- /**
- * Determines whether the given object's x/y/z values are equal to this Point3 object.
- *
- * @method Phaser.Plugin.Isometric.Point3#equals
- * @param {Phaser.Plugin.Isometric.Point3|any} a - The object to compare with this Point3.
- * @return {boolean} A value of true if the x and y points are equal, otherwise false.
- */
- equals: function (a) {
-
- return (a.x === this.x && a.y === this.y && a.z === this.z);
-
- },
-
- /**
- * Sets the x, y and z values of this Point3 object to the given values.
- * If you omit the y and z value then the x value will be applied to all three, for example:
- * `Point3.set(2)` is the same as `Point3.set(2, 2, 2)`
- * If however you set both x and y, but no z, the z value will be set to 0.
- *
- * @method Phaser.Plugin.Isometric.Point3#set
- * @param {number} x - The x value of this point.
- * @param {number} [y] - The y value of this point. If not given the x value will be used in its place.
- * @param {number} [z] - The z value of this point. If not given and the y value is also not given, the x value will be used in its place.
- * @return {Phaser.Plugin.Isometric.Point3} This Point3 object. Useful for chaining method calls.
- */
- set: function (x, y, z) {
- this.x = x || 0;
- this.y = y || ((y !== 0) ? this.x : 0);
- this.z = z || ((typeof y === "undefined") ? this.x : 0);
-
- return this;
- },
-
- /**
- * Sets the x, y and z values of this Point3 object to the given values.
- * If you omit the y and z value then the x value will be applied to all three, for example:
- * `Point3.setTo(2)` is the same as `Point3.setTo(2, 2, 2)`
- * If however you set both x and y, but no z, the z value will be set to 0.
- *
- * @method Phaser.Plugin.Isometric.Point3#setTo
- * @param {number} x - The x value of this point.
- * @param {number} [y] - The y value of this point. If not given the x value will be used in its place.
- * @param {number} [z] - The z value of this point. If not given and the y value is also not given, the x value will be used in its place.
- * @return {Phaser.Plugin.Isometric.Point3} This Point3 object. Useful for chaining method calls.
- */
- setTo: function (x, y, z) {
- return this.set(x, y, z);
- },
-
- /**
- * Adds the given x, y and z values to this Point3.
- *
- * @method Phaser.Plugin.Isometric.Point3#add
- * @param {number} x - The value to add to Point3.x.
- * @param {number} y - The value to add to Point3.y.
- * @param {number} z - The value to add to Point3.z.
- * @return {Phaser.Plugin.Isometric.Point3} This Point3 object. Useful for chaining method calls.
- */
- add: function (x, y) {
-
- this.x += x || 0;
- this.y += y || 0;
- return this;
-
- },
-
- /**
- * Subtracts the given x, y and z values from this Point3.
- *
- * @method Phaser.Plugin.Isometric.Point3#subtract
- * @param {number} x - The value to subtract from Point3.x.
- * @param {number} y - The value to subtract from Point3.y.
- * @param {number} z - The value to subtract from Point3.z.
- * @return {Phaser.Plugin.Isometric.Point3} This Point3 object. Useful for chaining method calls.
- */
- subtract: function (x, y, z) {
-
- this.x -= x || 0;
- this.y -= y || 0;
- this.z -= z || 0;
-
- return this;
-
- },
-
- /**
- * Multiplies Point3.x, Point3.y and Point3.z by the given x and y values. Sometimes known as `Scale`.
- *
- * @method Phaser.Plugin.Isometric.Point3#multiply
- * @param {number} x - The value to multiply Point3.x by.
- * @param {number} y - The value to multiply Point3.y by.
- * @param {number} z - The value to multiply Point3.z by.
- * @return {Phaser.Plugin.Isometric.Point3} This Point3 object. Useful for chaining method calls.
- */
- multiply: function (x, y, z) {
-
- this.x *= x || 1;
- this.y *= y || 1;
- this.z *= z || 1;
-
- return this;
-
- },
-
- /**
- * Divides Point3.x, Point3.y and Point3.z by the given x, y and z values.
- *
- * @method Phaser.Plugin.Isometric.Point3#divide
- * @param {number} x - The value to divide Point3.x by.
- * @param {number} y - The value to divide Point3.y by.
- * @param {number} z - The value to divide Point3.z by.
- * @return {Phaser.Plugin.Isometric.Point3} This Point3 object. Useful for chaining method calls.
- */
- divide: function (x, y, z) {
-
- this.x /= x || 1;
- this.y /= y || 1;
- this.z /= z || 1;
-
- return this;
-
- }
-};
-
-Phaser.Plugin.Isometric.Point3.prototype.constructor = Phaser.Plugin.Isometric.Point3;
-
-/**
- * Adds the coordinates of two points together to create a new point.
- *
- * @method Phaser.Plugin.Isometric.Point3.add
- * @param {Phaser.Plugin.Isometric.Point3} a - The first Point3 object.
- * @param {Phaser.Plugin.Isometric.Point3} b - The second Point3 object.
- * @param {Phaser.Plugin.Isometric.Point3} [out] - Optional Point3 to store the value in, if not supplied a new Point3 object will be created.
- * @return {Phaser.Plugin.Isometric.Point3} The new Point3 object.
- */
-Phaser.Plugin.Isometric.Point3.add = function (a, b, out) {
-
- if (typeof out === "undefined") {
- out = new Phaser.Plugin.Isometric.Point3();
- }
-
- out.x = a.x + b.x;
- out.y = a.y + b.y;
- out.z = a.z + b.z;
-
- return out;
-
-};
-
-/**
- * Subtracts the coordinates of two points to create a new point.
- *
- * @method Phaser.Plugin.Isometric.Point3.subtract
- * @param {Phaser.Plugin.Isometric.Point3} a - The first Point3 object.
- * @param {Phaser.Plugin.Isometric.Point3} b - The second Point3 object.
- * @param {Phaser.Plugin.Isometric.Point3} [out] - Optional Point3 to store the value in, if not supplied a new Point3 object will be created.
- * @return {Phaser.Plugin.Isometric.Point3} The new Point3 object.
- */
-Phaser.Plugin.Isometric.Point3.subtract = function (a, b, out) {
-
- if (typeof out === "undefined") {
- out = new Phaser.Plugin.Isometric.Point3();
- }
-
- out.x = a.x - b.x;
- out.y = a.y - b.y;
- out.z = a.z - b.z;
-
- return out;
-
-};
-
-/**
- * Multiplies the coordinates of two points to create a new point.
- *
- * @method Phaser.Plugin.Isometric.Point3.multiply
- * @param {Phaser.Plugin.Isometric.Point3} a - The first Point3 object.
- * @param {Phaser.Plugin.Isometric.Point3} b - The second Point3 object.
- * @param {Phaser.Plugin.Isometric.Point3} [out] - Optional Point3 to store the value in, if not supplied a new Point3 object will be created.
- * @return {Phaser.Plugin.Isometric.Point3} The new Point3 object.
- */
-Phaser.Plugin.Isometric.Point3.multiply = function (a, b, out) {
-
- if (typeof out === "undefined") {
- out = new Phaser.Plugin.Isometric.Point3();
- }
-
- out.x = a.x * b.x;
- out.y = a.y * b.y;
- out.z = a.z * b.z;
-
- return out;
-
-};
-
-/**
- * Divides the coordinates of two points to create a new point.
- *
- * @method Phaser.Plugin.Isometric.Point3.divide
- * @param {Phaser.Plugin.Isometric.Point3} a - The first Point3 object.
- * @param {Phaser.Plugin.Isometric.Point3} b - The second Point3 object.
- * @param {Phaser.Plugin.Isometric.Point3} [out] - Optional Point3 to store the value in, if not supplied a new Point3 object3 will be created.
- * @return {Phaser.Plugin.Isometric.Point3} The new Point3 object.
- */
-Phaser.Plugin.Isometric.Point3.divide = function (a, b, out) {
-
- if (typeof out === "undefined") {
- out = new Phaser.Plugin.Isometric.Point3();
- }
-
- out.x = a.x / b.x;
- out.y = a.y / b.y;
- out.z = a.z / b.z;
-
- return out;
-
-};
-
-/**
- * Determines whether the two given Point3 objects are equal. They are considered equal if they have the same x, y and z values.
- *
- * @method Phaser.Plugin.Isometric.Point3.equals
- * @param {Phaser.Plugin.Isometric.Point3} a - The first Point3 object.
- * @param {Phaser.Plugin.Isometric.Point3} b - The second Point3 object.
- * @return {boolean} A value of true if the Points3 are equal, otherwise false.
- */
-Phaser.Plugin.Isometric.Point3.equals = function (a, b) {
-
- return (a.x === b.x && a.y === b.y && a.z === b.z);
-
-};
-
/**
- * @class Phaser.Plugin.Isometric.Projector
- *
- * @classdesc
- * Creates a new Isometric Projector object, which has helpers for projecting x, y and z coordinates into axonometric x and y equivalents.
- *
- * @constructor
- * @param {Phaser.Game} game - The current game object.
- * @param {number} projectionRatio - The ratio of the axonometric projection.
- * @return {Phaser.Plugin.Isometric.Cube} This Cube object.
- */
-Phaser.Plugin.Isometric.Projector = function (game, projectionRatio) {
-
- /**
- * @property {Phaser.Game} game - The current game object.
- */
- this.game = game;
-
- /**
- * @property {number} projectionRatio - The ratio of the axonometric projection.
- * @default
- */
- this.projectionRatio = projectionRatio || Phaser.Plugin.Isometric.CLASSIC;
-
- /**
- * @property {Phaser.Point} anchor - The x and y offset multipliers as a ratio of the game world size.
- * @default
- */
- this.anchor = new Phaser.Point(0.5, 0);
-};
-
-Phaser.Plugin.Isometric.Projector.prototype = {
-
- /**
- * Use axonometric projection to transform a 3D Point3 coordinate to a 2D Point coordinate. If given the coordinates will be set into the object, otherwise a brand new Point object will be created and returned.
- * @method Phaser.Plugin.Isometric.Projector#project
- * @param {Phaser.Plugin.Isometric.Point3} point3 - The Point3 to project from.
- * @param {Phaser.Point} out - The Point to project to.
- * @return {Phaser.Point} The transformed Point.
- */
- project: function (point3, out) {
- if (typeof out === "undefined") {
- out = new Phaser.Point();
- }
-
- out.x = point3.x - point3.y;
- out.y = ((point3.x + point3.y) * this.projectionRatio) - point3.z;
-
-
- out.x += this.game.world.width * this.anchor.x;
- out.y += this.game.world.height * this.anchor.y;
-
- return out;
- },
-
- /**
- * Use axonometric projection to transform a 3D Point3 coordinate to a 2D Point coordinate, ignoring the z-axis. If given the coordinates will be set into the object, otherwise a brand new Point object will be created and returned.
- * @method Phaser.Plugin.Isometric.Projector#projectXY
- * @param {Phaser.Plugin.Isometric.Point3} point3 - The Point3 to project from.
- * @param {Phaser.Point} out - The Point to project to.
- * @return {Phaser.Point} The transformed Point.
- */
- projectXY: function (point3, out) {
- if (typeof out === "undefined") {
- out = new Phaser.Point();
- }
-
- out.x = point3.x - point3.y;
- out.y = ((point3.x + point3.y) * this.projectionRatio);
-
-
- out.x += this.game.world.width * this.anchor.x;
- out.y += this.game.world.height * this.anchor.y;
-
- return out;
- }
-
-};
-
/**
- * IsoArcade Physics constructor.
- *
- * @class Phaser.Plugin.Isometric.Arcade
- * @classdesc IsoArcade Physics Constructor
- * @constructor
- * @param {Phaser.Game} game reference to the current game instance.
- */
-Phaser.Plugin.Isometric.Arcade = function (game) {
-
- /**
- * @property {Phaser.Game} game - Local reference to game.
- */
- this.game = game;
-
- /**
- * @property {Phaser.Plugin.Isometric.Point3} gravity - The World gravity setting. Defaults to x: 0, y: 0, z: 0 or no gravity.
- */
- this.gravity = new Phaser.Plugin.Isometric.Point3();
-
- /**
- * @property {Phaser.Plugin.Isometric.Cube} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds relatively closely given the isometric projection.
- */
- this.bounds = new Phaser.Plugin.Isometric.Cube(0, 0, 0, game.world.width * 0.5, game.world.width * 0.5, game.world.height * 0.25);
-
- /**
- * Set the checkCollision properties to control for which bounds collision is processed.
- * For example checkCollision.down = false means Bodies cannot collide with the World.bounds.bottom.
- * @property {object} checkCollision - An object containing allowed collision flags.
- */
- this.checkCollision = {
- up: true,
- down: true,
- frontX: true,
- frontY: true,
- backX: true,
- backY: true
- };
-
- /**
- * @property {number} maxObjects - Used by the QuadTree/Octree to set the maximum number of objects per quad.
- */
- this.maxObjects = 10;
-
- /**
- * @property {number} maxLevels - Used by the QuadTree/Octree to set the maximum number of iteration levels.
- */
- this.maxLevels = 4;
-
- /**
- * @property {number} OVERLAP_BIAS - A value added to the delta values during collision checks.
- */
- this.OVERLAP_BIAS = 4;
-
- /**
- * @property {boolean} forceX - If true World.separate will always separate on the X and Y axes before Z. Otherwise it will check gravity totals first.
- */
- this.forceXY = false;
-
- /**
- * @property {boolean} skipTree - If true an Octree/QuadTree will never be used for any collision. Handy for tightly packed games. See also Body.skipTree.
- */
- this.skipTree = false;
-
- /**
- * @property {boolean} useQuadTree - If true, the collision/overlap routines will use a QuadTree, which will ignore the z position of objects when determining potential collisions. This will be faster if you don't do a lot of stuff on the z-axis.
- */
- this.useQuadTree = false;
-
- /**
- * @property {Phaser.QuadTree} quadTree - The world QuadTree.
- */
- this.quadTree = new Phaser.QuadTree(this.bounds.x, this.bounds.y, this.bounds.widthX, this.bounds.widthY, this.maxObjects, this.maxLevels);
-
- /**
- * @property {Phaser.Plugin.Isometric.Octree} octree - The world Octree.
- */
- this.octree = new Phaser.Plugin.Isometric.Octree(this.bounds.x, this.bounds.y, this.bounds.z, this.bounds.widthX, this.bounds.widthY, this.bounds.height, this.maxObjects, this.maxLevels);
-
- // Avoid gc spikes by caching these values for re-use
-
- /**
- * @property {number} _overlap - Internal cache var.
- * @private
- */
- this._overlap = 0;
-
- /**
- * @property {number} _maxOverlap - Internal cache var.
- * @private
- */
- this._maxOverlap = 0;
-
- /**
- * @property {number} _velocity1 - Internal cache var.
- * @private
- */
- this._velocity1 = 0;
-
- /**
- * @property {number} _velocity2 - Internal cache var.
- * @private
- */
- this._velocity2 = 0;
-
- /**
- * @property {number} _newVelocity1 - Internal cache var.
- * @private
- */
- this._newVelocity1 = 0;
-
- /**
- * @property {number} _newVelocity2 - Internal cache var.
- * @private
- */
- this._newVelocity2 = 0;
-
- /**
- * @property {number} _average - Internal cache var.
- * @private
- */
- this._average = 0;
-
- /**
- * @property {Array} _mapData - Internal cache var.
- * @private
- */
- this._mapData = [];
-
- /**
- * @property {boolean} _result - Internal cache var.
- * @private
- */
- this._result = false;
-
- /**
- * @property {number} _total - Internal cache var.
- * @private
- */
- this._total = 0;
-
- /**
- * @property {number} _angle - Internal cache var.
- * @private
- */
- this._angle = 0;
-
- /**
- * @property {number} _dx - Internal cache var.
- * @private
- */
- this._dx = 0;
-
- /**
- * @property {number} _dy - Internal cache var.
- * @private
- */
- this._dy = 0;
-
- /**
- * @property {number} _dz - Internal cache var.
- * @private
- */
- this._dz = 0;
-
-};
-
-Phaser.Plugin.Isometric.Arcade.prototype.constructor = Phaser.Plugin.Isometric.Arcade;
-
-Phaser.Plugin.Isometric.Arcade.prototype = {
-
- /**
- * Updates the size of this physics world.
- *
- * @method Phaser.Plugin.Isometric.Arcade#setBounds
- * @param {number} x - Bottom rear most corner of the world.
- * @param {number} y - Bottom rear most corner of the world.
- * @param {number} z - Bottom rear most corner of the world.
- * @param {number} widthX - New X width (breadth) of the world. Can never be smaller than the Game.width.
- * @param {number} widthY - New Y width (depth) of the world. Can never be smaller than the Game.width.
- * @param {number} height - New height of the world. Can never be smaller than the Game.height.
- */
- setBounds: function (x, y, z, widthX, widthY, height) {
-
- this.bounds.setTo(x, y, z, widthX, widthY, height);
-
- },
-
- /**
- * Updates the size of this physics world to match the size of the game world.
- *
- * @method Phaser.Plugin.Isometric.Arcade#setBoundsToWorld
- */
- setBoundsToWorld: function () {
-
- this.bounds.setTo(0, 0, 0, this.game.world.width * 0.5, this.game.world.width * 0.5, this.game.world.height * 0.5);
-
- },
-
- /**
- * This will create an IsoArcade Physics body on the given game object or array of game objects.
- * A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
- *
- * @method Phaser.Plugin.Isometric.Arcade#enable
- * @param {object|array|Phaser.Group} object - The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a `body` property.
- * @param {boolean} [children=true] - Should a body be created on all children of this object? If true it will recurse down the display list as far as it can go.
- */
- enable: function (object, children) {
-
- if (typeof children === 'undefined') {
- children = true;
- }
-
- var i = 1;
-
- if (Array.isArray(object)) {
- i = object.length;
-
- while (i--) {
- if (object[i] instanceof Phaser.Group) {
- // If it's a Group then we do it on the children regardless
- this.enable(object[i].children, children);
- } else {
- this.enableBody(object[i]);
-
- if (children && object[i].hasOwnProperty('children') && object[i].children.length > 0) {
- this.enable(object[i], true);
- }
- }
- }
- } else {
- if (object instanceof Phaser.Group) {
- // If it's a Group then we do it on the children regardless
- this.enable(object.children, children);
- } else {
- this.enableBody(object);
-
- if (children && object.hasOwnProperty('children') && object.children.length > 0) {
- this.enable(object.children, true);
- }
- }
- }
-
- },
-
- /**
- * Creates an IsoArcade Physics body on the given game object.
- * A game object can only have 1 physics body active at any one time, and it can't be changed until the body is nulled.
- *
- * @method Phaser.Plugin.Isometric.Arcade#enableBody
- * @param {object} object - The game object to create the physics body on. A body will only be created if this object has a null `body` property.
- */
- enableBody: function (object) {
-
- if (object.hasOwnProperty('body') && object.body === null) {
- object.body = new Phaser.Plugin.Isometric.Body(object);
- }
-
- },
-
- /**
- * Called automatically by a Physics body, it updates all motion related values on the Body.
- *
- * @method Phaser.Plugin.Isometric.Arcade#updateMotion
- * @param {Phaser.Plugin.Isometric.Body} body - The Body object to be updated.
- */
- updateMotion: function (body) {
-
- this._velocityDelta = this.computeVelocity(0, body, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity;
- body.angularVelocity += this._velocityDelta;
- body.rotation += (body.angularVelocity * this.game.time.physicsElapsed);
-
- body.velocity.x = this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x, body.maxVelocity.x);
- body.velocity.y = this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y, body.maxVelocity.y);
- body.velocity.z = this.computeVelocity(3, body, body.velocity.z, body.acceleration.z, body.drag.z, body.maxVelocity.z);
-
- },
-
- /**
- * A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
- * Based on a function in Flixel by @ADAMATOMIC
- *
- * @method Phaser.Plugin.Isometric.Arcade#computeVelocity
- * @param {number} axis - 0 for nothing, 1 for X-axis, 2 for Y-axis, 3 for vertical (Z-axis).
- * @param {Phaser.Plugin.Isometric.Body} body - The Body object to be updated.
- * @param {number} velocity - Any component of velocity (e.g. 20).
- * @param {number} acceleration - Rate at which the velocity is changing.
- * @param {number} drag - Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
- * @param {number} [max=10000] - An absolute value cap for the velocity.
- * @return {number} The altered Velocity value.
- */
- computeVelocity: function (axis, body, velocity, acceleration, drag, max) {
-
- max = max || 10000;
-
- if (axis === 1 && body.allowGravity) {
- velocity += (this.gravity.x + body.gravity.x) * this.game.time.physicsElapsed;
- } else if (axis === 2 && body.allowGravity) {
- velocity += (this.gravity.y + body.gravity.y) * this.game.time.physicsElapsed;
- } else if (axis === 3 && body.allowGravity) {
- velocity += (this.gravity.z + body.gravity.z) * this.game.time.physicsElapsed;
- }
-
- if (acceleration) {
- velocity += acceleration * this.game.time.physicsElapsed;
- } else if (drag) {
- this._drag = drag * this.game.time.physicsElapsed;
-
- if (velocity - this._drag > 0) {
- velocity -= this._drag;
- } else if (velocity + this._drag < 0) {
- velocity += this._drag;
- } else {
- velocity = 0;
- }
- }
-
- if (velocity > max) {
- velocity = max;
- } else if (velocity < -max) {
- velocity = -max;
- }
-
- return velocity;
-
- },
-
- /**
- * Checks for overlaps between two game objects. The objects can be IsoSprites or Groups.
- * You can perform IsoSprite vs. IsoSprite, IsoSprite vs. Group and Group vs. Group overlap checks.
- * Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.
- * The second parameter can be an array of objects, of differing types.
- * NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups within Groups).
- *
- * @method Phaser.Plugin.Isometric.Arcade#overlap
- * @param {Phaser.Plugin.Isometric.IsoSprite|Phaser.Group} object1 - The first object to check. Can be an instance of Phaser.Plugin.Isometric.IsoSprite or Phaser.Group.
- * @param {Phaser.Plugin.Isometric.IsoSprite|Phaser.Group|array} object2 - The second object or array of objects to check. Can be Phaser.Plugin.Isometric.IsoSprite or Phaser.Group.
- * @param {function} [overlapCallback=null] - An optional callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you specified them.
- * @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then overlapCallback will only be called if processCallback returns true.
- * @param {object} [callbackContext] - The context in which to run the callbacks.
- * @return {boolean} True if an overlap occured otherwise false.
- */
- overlap: function (object1, object2, overlapCallback, processCallback, callbackContext) {
-
- overlapCallback = overlapCallback || null;
- processCallback = processCallback || null;
- callbackContext = callbackContext || overlapCallback;
-
- this._result = false;
- this._total = 0;
-
- if (Array.isArray(object2)) {
- for (var i = 0, len = object2.length; i < len; i++) {
- this.collideHandler(object1, object2[i], overlapCallback, processCallback, callbackContext, true);
- }
- } else {
- this.collideHandler(object1, object2, overlapCallback, processCallback, callbackContext, true);
- }
-
- return (this._total > 0);
-
- },
-
- /**
- * Checks for collision between two game objects. You can perform IsoSprite vs. IsoSprite, IsoSprite vs. Group or Group vs. Group collisions.
- * The second parameter can be an array of objects, of differing types.
- * The objects are also automatically separated. If you don't require separation then use IsoArcade.overlap instead.
- * An optional processCallback can be provided. If given this function will be called when two sprites are found to be colliding. It is called before any separation takes place,
- * giving you the chance to perform additional checks. If the function returns true then the collision and separation is carried out. If it returns false it is skipped.
- * The collideCallback is an optional function that is only called if two sprites collide. If a processCallback has been set then it needs to return true for collideCallback to be called.
- * NOTE: This function is not recursive, and will not test against children of objects passed (i.e. Groups within Groups).
- *
- * @method Phaser.Plugin.Isometric.Arcade#collide
- * @param {Phaser.Plugin.Isometric.IsoSprite|Phaser.Group} object1 - The first object to check. Can be an instance of Phaser.Plugin.Isometric.IsoSprite or Phaser.Group.
- * @param {Phaser.Plugin.Isometric.IsoSprite|Phaser.Group|array} object2 - The second object or array of objects to check. Can be Phaser.Plugin.Isometric.IsoSprite or Phaser.Group.
- * @param {function} [collideCallback=null] - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them, unless you are colliding Group vs. Sprite, in which case Sprite will always be the first parameter.
- * @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
- * @param {object} [callbackContext] - The context in which to run the callbacks.
- * @return {boolean} True if a collision occured otherwise false.
- */
- collide: function (object1, object2, collideCallback, processCallback, callbackContext) {
-
- collideCallback = collideCallback || null;
- processCallback = processCallback || null;
- callbackContext = callbackContext || collideCallback;
-
- this._result = false;
- this._total = 0;
-
- this.collideHandler(object1, object2, collideCallback, processCallback, callbackContext, false);
-
- return (this._total > 0);
-
- },
-
- /**
- * Internal collision handler.
- *
- * @method Phaser.Plugin.Isometric.Arcade#collideHandler
- * @private
- * @param {Phaser.Plugin.Isometric.IsoSprite|Phaser.Group} object1 - The first object to check. Can be an instance of Phaser.Plugin.Isometric.IsoSprite or Phaser.Group.
- * @param {Phaser.Plugin.Isometric.IsoSprite|Phaser.Group} object2 - The second object to check. Can be an instance of Phaser.Plugin.Isometric.IsoSprite or Phaser.Group. Can also be an array of objects to check.
- * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
- * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
- * @param {object} callbackContext - The context in which to run the callbacks.
- * @param {boolean} overlapOnly - Just run an overlap or a full collision.
- */
- collideHandler: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly) {
-
- // Only collide valid objects
- if (!object2 && (object1.type === Phaser.GROUP || Array.isArray(object1))) {
- this.collideGroupVsSelf(object1, collideCallback, processCallback, callbackContext, overlapOnly);
- return;
- }
-
- if (object1 && object2 && (object1.exists || object1.length) && (object2.exists || object2.length)) {
- // 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)) {
- this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
- }
- }
- // GROUPS
- else if (object1.type === Phaser.GROUP || Array.isArray(object1)) {
- if (object2.type === Phaser.Plugin.Isometric.ISOSPRITE) {
- this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext, overlapOnly);
- } else if (object2.type === Phaser.GROUP || Array.isArray(object2)) {
- this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
- }
- }
- }
-
- },
-
- /**
- * An internal function. Use Phaser.Plugin.Isometric.Arcade.collide instead.
- *
- * @method Phaser.Plugin.Isometric.Arcade#collideSpriteVsSprite
- * @private
- * @param {Phaser.Plugin.Isometric.IsoSprite} sprite1 - The first sprite to check.
- * @param {Phaser.Plugin.Isometric.IsoSprite} sprite2 - The second sprite to check.
- * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
- * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
- * @param {object} callbackContext - The context in which to run the callbacks.
- * @param {boolean} overlapOnly - Just run an overlap or a full collision.
- * @return {boolean} True if there was a collision, otherwise false.
- */
- collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext, overlapOnly) {
-
- if (!sprite1.body || !sprite2.body) {
- return false;
- }
-
- if (this.separate(sprite1.body, sprite2.body, processCallback, callbackContext, overlapOnly)) {
- if (collideCallback) {
- collideCallback.call(callbackContext, sprite1, sprite2);
- }
-
- this._total++;
- }
-
- return true;
-
- },
-
- /**
- * An internal function. Use Phaser.Plugin.Isometric.Arcade.collide instead.
- *
- * @method Phaser.Plugin.Isometric.Arcade#collideSpriteVsGroup
- * @private
- * @param {Phaser.Plugin.Isometric.IsoSprite} sprite - The sprite to check.
- * @param {Phaser.Group} group - The Group to check.
- * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
- * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
- * @param {object} callbackContext - The context in which to run the callbacks.
- * @param {boolean} overlapOnly - Just run an overlap or a full collision.
- */
- collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext, overlapOnly) {
- var i, len;
-
- if (group.length === 0 || !sprite.body) {
- return;
- }
-
- if (sprite.body.skipTree || this.skipTree) {
- for (i = 0, len = group.children.length; i < len; i++) {
- if (group.children[i] && group.children[i].exists) {
- this.collideSpriteVsSprite(sprite, group.children[i], collideCallback, processCallback, callbackContext, overlapOnly);
- }
- }
- } else {
- if (this.useQuadTree) {
- // What is the sprite colliding with in the quadTree?
- 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(group);
-
- this._potentials = this.quadTree.retrieve(sprite);
- } else {
- // What is the sprite colliding with in the octree?
- 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(group);
-
- this._potentials = this.octree.retrieve(sprite);
- }
-
- for (i = 0, len = this._potentials.length; i < len; i++) {
- // We have our potential suspects, are they in this group?
- if (this.separate(sprite.body, this._potentials[i], processCallback, callbackContext, overlapOnly)) {
- if (collideCallback) {
- collideCallback.call(callbackContext, sprite, this._potentials[i].sprite);
- }
-
- this._total++;
- }
- }
- }
- },
-
- /**
- * An internal function. Use Phaser.Plugin.Isometric.Arcade.collide instead.
- *
- * @method Phaser.Plugin.Isometric.Arcade#collideGroupVsSelf
- * @private
- * @param {Phaser.Group} group - The Group to check.
- * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
- * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
- * @param {object} callbackContext - The context in which to run the callbacks.
- * @param {boolean} overlapOnly - Just run an overlap or a full collision.
- * @return {boolean} True if there was a collision, otherwise false.
- */
- collideGroupVsSelf: function (group, collideCallback, processCallback, callbackContext, overlapOnly) {
-
- if (group.length === 0) {
- return;
- }
-
- var len = group.children.length;
-
- for (var i = 0; i < len; i++) {
- for (var j = i + 1; j <= len; j++) {
- if (group.children[i] && group.children[j] && group.children[i].exists && group.children[j].exists) {
- this.collideSpriteVsSprite(group.children[i], group.children[j], collideCallback, processCallback, callbackContext, overlapOnly);
- }
- }
- }
-
- },
-
- /**
- * An internal function. Use Phaser.Plugin.Isometric.Arcade.collide instead.
- *
- * @method Phaser.Plugin.Isometric.Arcade#collideGroupVsGroup
- * @private
- * @param {Phaser.Group} group1 - The first Group to check.
- * @param {Phaser.Group} group2 - The second Group to check.
- * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them.
- * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them.
- * @param {object} callbackContext - The context in which to run the callbacks.
- * @param {boolean} overlapOnly - Just run an overlap or a full collision.
- */
- collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext, overlapOnly) {
-
- if (group1.length === 0 || group2.length === 0) {
- return;
- }
-
- for (var i = 0, len = group1.children.length; i < len; i++) {
- if (group1.children[i].exists) {
- this.collideSpriteVsGroup(group1.children[i], group2, collideCallback, processCallback, callbackContext, overlapOnly);
- }
- }
-
- },
-
- /**
- * The core separation function to separate two physics bodies.
- *
- * @private
- * @method Phaser.Plugin.Isometric.Arcade#separate
- * @param {Phaser.Plugin.Isometric.Body} body1 - The first Body object to separate.
- * @param {Phaser.Plugin.Isometric.Body} body2 - The second Body object to separate.
- * @param {function} [processCallback=null] - A callback function that lets you perform additional checks against the two objects if they overlap. If this function is set then the sprites will only be collided if it returns true.
- * @param {object} [callbackContext] - The context in which to run the process callback.
- * @param {boolean} overlapOnly - Just run an overlap or a full collision.
- * @return {boolean} Returns true if the bodies collided, otherwise false.
- */
- separate: function (body1, body2, processCallback, callbackContext, overlapOnly) {
-
- if (!body1.enable || !body2.enable || !this.intersects(body1, body2)) {
- return false;
- }
-
- // They overlap. Is there a custom process callback? If it returns true then we can carry on, otherwise we should abort.
- if (processCallback && processCallback.call(callbackContext, body1.sprite, body2.sprite) === false) {
- return false;
- }
-
- if (overlapOnly) {
- // We already know they intersect from the check above, and we don't need separation, so ...
- return true;
- }
-
- // Do we separate on X and Y first?
- // If we weren't having to carry around so much legacy baggage with us, we could do this properly. But alas ...
- if (this.forceXY || Math.abs(this.gravity.z + body1.gravity.z) < Math.abs(this.gravity.x + body1.gravity.x) || Math.abs(this.gravity.z + body1.gravity.z) < Math.abs(this.gravity.y + body1.gravity.y)) {
- this._result = (this.separateX(body1, body2, overlapOnly) || this.separateY(body1, body2, overlapOnly) || this.separateZ(body1, body2, overlapOnly));
- } else {
- this._result = (this.separateZ(body1, body2, overlapOnly) || this.separateX(body1, body2, overlapOnly) || this.separateY(body1, body2, overlapOnly));
- }
-
- return this._result;
-
- },
-
- /**
- * Check for intersection against two bodies.
- *
- * @method Phaser.Plugin.Isometric.Arcade#intersects
- * @param {Phaser.Plugin.Isometric.Body} body1 - The Body object to check.
- * @param {Phaser.Plugin.Isometric.Body} body2 - The Body object to check.
- * @return {boolean} True if they intersect, otherwise false.
- */
- intersects: function (body1, body2) {
-
- if (body1.frontX <= body2.x) {
- return false;
- }
-
- if (body1.frontY <= body2.y) {
- return false;
- }
-
- if (body1.x >= body2.frontX) {
- return false;
- }
-
- if (body1.y >= body2.frontY) {
- return false;
- }
-
- if (body1.top <= body2.z) {
- return false;
- }
-
- if (body1.z >= body2.top) {
- return false;
- }
-
- return true;
-
- },
-
- /**
- * The core separation function to separate two physics bodies on the x axis.
- *
- * @private
- * @method Phaser.Plugin.Isometric.Arcade#separateX
- * @param {Phaser.Plugin.Isometric.Body} body1 - The Body object to separate.
- * @param {Phaser.Plugin.Isometric.Body} body2 - The Body object to separate.
- * @param {boolean} overlapOnly - If true the bodies will only have their overlap data set, no separation or exchange of velocity will take place.
- * @return {boolean} Returns true if the bodies were separated, otherwise false.
- */
- separateX: function (body1, body2, overlapOnly) {
-
- // Can't separate two immovable bodies
- if (body1.immovable && body2.immovable) {
- return false;
- }
-
- this._overlap = 0;
-
- // Check if the hulls actually overlap
- if (this.intersects(body1, body2)) {
- this._maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + this.OVERLAP_BIAS;
-
- if (body1.deltaX() === 0 && body2.deltaX() === 0) {
- // They overlap but neither of them are moving
- body1.embedded = true;
- body2.embedded = true;
- } else if (body1.deltaX() > body2.deltaX()) {
- // Body1 is moving forward and/or Body2 is moving back
- this._overlap = body1.frontX - body2.x;
-
- if ((this._overlap > this._maxOverlap) || body1.checkCollision.frontX === false || body2.checkCollision.backX === false) {
- this._overlap = 0;
- } else {
- body1.touching.none = false;
- body1.touching.frontX = true;
- body2.touching.none = false;
- body2.touching.backX = true;
- }
- } else if (body1.deltaX() < body2.deltaX()) {
- // Body1 is moving back and/or Body2 is moving forward
- this._overlap = body1.x - body2.widthX - body2.x;
-
- if ((-this._overlap > this._maxOverlap) || body1.checkCollision.backX === false || body2.checkCollision.frontX === false) {
- this._overlap = 0;
- } else {
- body1.touching.none = false;
- body1.touching.backX = true;
- body2.touching.none = false;
- body2.touching.frontX = true;
- }
- }
-
- // Then adjust their positions and velocities accordingly (if there was any overlap)
- if (this._overlap !== 0) {
- body1.overlapX = this._overlap;
- body2.overlapX = this._overlap;
-
- if (overlapOnly || body1.customSeparateX || body2.customSeparateX) {
- return true;
- }
-
- this._velocity1 = body1.velocity.x;
- this._velocity2 = body2.velocity.x;
-
- if (!body1.immovable && !body2.immovable) {
- this._overlap *= 0.5;
-
- body1.x = body1.x - this._overlap;
- body2.x += this._overlap;
-
- this._newVelocity1 = Math.sqrt((this._velocity2 * this._velocity2 * body2.mass) / body1.mass) * ((this._velocity2 > 0) ? 1 : -1);
- this._newVelocity2 = Math.sqrt((this._velocity1 * this._velocity1 * body1.mass) / body2.mass) * ((this._velocity1 > 0) ? 1 : -1);
- this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
- this._newVelocity1 -= this._average;
- this._newVelocity2 -= this._average;
-
- body1.velocity.x = this._average + this._newVelocity1 * body1.bounce.x;
- body2.velocity.x = this._average + this._newVelocity2 * body2.bounce.x;
- } else if (!body1.immovable) {
- body1.x = body1.x - this._overlap;
- body1.velocity.x = this._velocity2 - this._velocity1 * body1.bounce.x;
- } else if (!body2.immovable) {
- body2.x += this._overlap;
- body2.velocity.x = this._velocity1 - this._velocity2 * body2.bounce.x;
- }
-
- return true;
- }
- }
-
- return false;
-
- },
-
- /**
- * The core separation function to separate two physics bodies on the x axis.
- *
- * @private
- * @method Phaser.Plugin.Isometric.Arcade#separateY
- * @param {Phaser.Plugin.Isometric.Body} body1 - The Body object to separate.
- * @param {Phaser.Plugin.Isometric.Body} body2 - The Body object to separate.
- * @param {boolean} overlapOnly - If true the bodies will only have their overlap data set, no separation or exchange of velocity will take place.
- * @return {boolean} Returns true if the bodies were separated, otherwise false.
- */
- separateY: function (body1, body2, overlapOnly) {
-
- // Can't separate two immovable bodies
- if (body1.immovable && body2.immovable) {
- return false;
- }
-
- this._overlap = 0;
-
- // Check if the hulls actually overlap
- if (this.intersects(body1, body2)) {
- this._maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + this.OVERLAP_BIAS;
-
- if (body1.deltaY() === 0 && body2.deltaY() === 0) {
- // They overlap but neither of them are moving
- body1.embedded = true;
- body2.embedded = true;
- } else if (body1.deltaY() > body2.deltaY()) {
- // Body1 is moving forward and/or Body2 is moving back
- this._overlap = body1.frontY - body2.y;
-
- if ((this._overlap > this._maxOverlap) || body1.checkCollision.frontY === false || body2.checkCollision.backY === false) {
- this._overlap = 0;
- } else {
- body1.touching.none = false;
- body1.touching.frontY = true;
- body2.touching.none = false;
- body2.touching.backY = true;
- }
- } else if (body1.deltaY() < body2.deltaY()) {
- // Body1 is moving back and/or Body2 is moving forward
- this._overlap = body1.y - body2.widthY - body2.y;
-
- if ((-this._overlap > this._maxOverlap) || body1.checkCollision.backY === false || body2.checkCollision.frontY === false) {
- this._overlap = 0;
- } else {
- body1.touching.none = false;
- body1.touching.backY = true;
- body2.touching.none = false;
- body2.touching.frontY = true;
- }
- }
-
- // Then adjust their positions and velocities accordingly (if there was any overlap)
- if (this._overlap !== 0) {
- body1.overlapY = this._overlap;
- body2.overlapY = this._overlap;
-
- if (overlapOnly || body1.customSeparateY || body2.customSeparateY) {
- return true;
- }
-
- this._velocity1 = body1.velocity.y;
- this._velocity2 = body2.velocity.y;
-
- if (!body1.immovable && !body2.immovable) {
- this._overlap *= 0.5;
-
- body1.y = body1.y - this._overlap;
- body2.y += this._overlap;
-
- this._newVelocity1 = Math.sqrt((this._velocity2 * this._velocity2 * body2.mass) / body1.mass) * ((this._velocity2 > 0) ? 1 : -1);
- this._newVelocity2 = Math.sqrt((this._velocity1 * this._velocity1 * body1.mass) / body2.mass) * ((this._velocity1 > 0) ? 1 : -1);
- this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
- this._newVelocity1 -= this._average;
- this._newVelocity2 -= this._average;
-
- body1.velocity.y = this._average + this._newVelocity1 * body1.bounce.y;
- body2.velocity.y = this._average + this._newVelocity2 * body2.bounce.y;
- } else if (!body1.immovable) {
- body1.y = body1.y - this._overlap;
- body1.velocity.y = this._velocity2 - this._velocity1 * body1.bounce.y;
- } else if (!body2.immovable) {
- body2.y += this._overlap;
- body2.velocity.y = this._velocity1 - this._velocity2 * body2.bounce.y;
- }
-
- return true;
- }
- }
-
- return false;
-
- },
-
- /**
- * The core separation function to separate two physics bodies on the z axis.
- *
- * @private
- * @method Phaser.Plugin.Isometric.Arcade#separateZ
- * @param {Phaser.Plugin.Isometric.Body} body1 - The Body object to separate.
- * @param {Phaser.Plugin.Isometric.Body} body2 - The Body object to separate.
- * @param {boolean} overlapOnly - If true the bodies will only have their overlap data set, no separation or exchange of velocity will take place.
- * @return {boolean} Returns true if the bodies were separated, otherwise false.
- */
- separateZ: function (body1, body2, overlapOnly) {
-
- // Can't separate two immovable or non-existing bodys
- if (body1.immovable && body2.immovable) {
- return false;
- }
-
- this._overlap = 0;
-
- // Check if the hulls actually overlap
- if (this.intersects(body1, body2)) {
- this._maxOverlap = body1.deltaAbsZ() + body2.deltaAbsZ() + this.OVERLAP_BIAS;
-
- if (body1.deltaZ() === 0 && body2.deltaZ() === 0) {
- // They overlap but neither of them are moving
- body1.embedded = true;
- body2.embedded = true;
- } else if (body1.deltaZ() > body2.deltaZ()) {
- // Body1 is moving down and/or Body2 is moving up
- this._overlap = body1.top - body2.z;
-
- if ((this._overlap > this._maxOverlap) || body1.checkCollision.down === false || body2.checkCollision.up === false) {
- this._overlap = 0;
- } else {
- body1.touching.none = false;
- body1.touching.down = true;
- body2.touching.none = false;
- body2.touching.up = true;
- }
- } else if (body1.deltaZ() < body2.deltaZ()) {
- // Body1 is moving up and/or Body2 is moving down
- this._overlap = body1.z - body2.top;
-
- if ((-this._overlap > this._maxOverlap) || body1.checkCollision.up === false || body2.checkCollision.down === false) {
- this._overlap = 0;
- } else {
- body1.touching.none = false;
- body1.touching.up = true;
- body2.touching.none = false;
- body2.touching.down = true;
- }
- }
-
- // Then adjust their positions and velocities accordingly (if there was any overlap)
- if (this._overlap !== 0) {
- body1.overlapZ = this._overlap;
- body2.overlapZ = this._overlap;
-
- if (overlapOnly || body1.customSeparateY || body2.customSeparateZ) {
- return true;
- }
-
- this._velocity1 = body1.velocity.z;
- this._velocity2 = body2.velocity.z;
-
- if (!body1.immovable && !body2.immovable) {
- this._overlap *= 0.5;
-
- body1.z = body1.z - this._overlap;
- body2.z += this._overlap;
-
- this._newVelocity1 = Math.sqrt((this._velocity2 * this._velocity2 * body2.mass) / body1.mass) * ((this._velocity2 > 0) ? 1 : -1);
- this._newVelocity2 = Math.sqrt((this._velocity1 * this._velocity1 * body1.mass) / body2.mass) * ((this._velocity1 > 0) ? 1 : -1);
- this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
- this._newVelocity1 -= this._average;
- this._newVelocity2 -= this._average;
-
- body1.velocity.z = this._average + this._newVelocity1 * body1.bounce.z;
- body2.velocity.z = this._average + this._newVelocity2 * body2.bounce.z;
- } else if (!body1.immovable) {
- body1.z = body1.z - this._overlap;
- body1.velocity.z = this._velocity2 - this._velocity1 * body1.bounce.z;
-
- // This is special case code that handles things like moving platforms you can ride
- if (body2.moves) {
- body1.x += body2.x - body2.prev.x;
- body1.y += body2.y - body2.prev.y;
- }
- } else if (!body2.immovable) {
- body2.z += this._overlap;
- body2.velocity.z = this._velocity1 - this._velocity2 * body2.bounce.z;
-
- // This is special case code that handles things like moving platforms you can ride
- if (body1.moves) {
- body2.x += body1.x - body1.prev.x;
- body1.y += body2.y - body2.prev.y;
- }
- }
-
- return true;
- }
-
- }
-
- return false;
-
- },
-
- /**
- * Find the distance between two display objects (like Sprites).
- *
- * @method Phaser.Plugin.Isometric.Arcade#distanceBetween
- * @param {any} source - The Display Object to test from.
- * @param {any} target - The Display Object to test to.
- * @return {number} The distance between the source and target objects.
- */
- distanceBetween: function (source, target) {
-
- this._dx = source.x - target.x;
- this._dy = source.y - target.y;
- this._dz = source.z - target.z;
-
- return Math.sqrt(this._dx * this._dx + this._dy * this._dy + this._dz * this._dz);
-
- },
-
- /**
- * Find the distance between a display object (like a Sprite) and the given x/y coordinates only (ignore z).
- * The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.
- * If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()
- *
- * @method Phaser.Plugin.Isometric.Arcade#distanceToXY
- * @param {any} displayObject - The Display Object to test from.
- * @param {number} x - The x coordinate to test to.
- * @param {number} y - The y coordinate to test to.
- * @return {number} The distance between the object and the x/y coordinates.
- */
- distanceToXY: function (displayObject, x, y) {
-
- this._dx = displayObject.x - x;
- this._dy = displayObject.y - y;
-
- return Math.sqrt(this._dx * this._dx + this._dy * this._dy);
-
- },
-
-
- /**
- * Find the distance between a display object (like a Sprite) and the given x/y/z coordinates.
- * The calculation is made from the display objects x/y/z coordinate. This may be the top-left if its anchor hasn't been changed.
- * If you need to calculate from the center of a display object instead use the method distanceBetweenCenters()
- *
- * @method Phaser.Plugin.Isometric.Arcade#distanceToXYZ
- * @param {any} displayObject - The Display Object to test from.
- * @param {number} x - The x coordinate to test to.
- * @param {number} y - The y coordinate to test to.
- * @param {number} z - The y coordinate to test to
- * @return {number} The distance between the object and the x/y coordinates.
- */
- distanceToXYZ: function (displayObject, x, y, z) {
-
- this._dx = displayObject.x - x;
- this._dy = displayObject.y - y;
- this._dz = displayObject.y - z;
-
- return Math.sqrt(this._dx * this._dx + this._dy * this._dy + this._dz * this._dz);
-
- }
-
-};
-
-Phaser.Physics.prototype.isoArcade = null;
-
-Phaser.Physics.prototype.parseConfig = (function (_super) {
-
- return function () {
- if (this.config.hasOwnProperty('isoArcade') && this.config['isoArcade'] === true && Phaser.Plugin.Isometric.hasOwnProperty('IsoArcade')) {
- this.isoArcade = new Phaser.Plugin.Isometric(this.game, this.config);
- }
- return _super.call(this);
- };
-
-})(Phaser.Physics.prototype.parseConfig);
-
-Phaser.Physics.prototype.startSystem = (function (_super) {
-
- return function (system) {
- if (system === Phaser.Plugin.Isometric.ISOARCADE && this.isoArcade === null) {
- this.isoArcade = new Phaser.Plugin.Isometric.Arcade(this.game);
- this.setBoundsToWorld();
- }
- return _super.call(this, system);
- };
-
-})(Phaser.Physics.prototype.startSystem);
-
-Phaser.Physics.prototype.enable = (function (_super) {
-
- return function (sprite, system) {
- if (system === Phaser.Plugin.Isometric.ISOARCADE && this.isoArcade) {
- this.isoArcade.enable(sprite);
- }
- return _super.call(this, sprite, system);
- };
-
-})(Phaser.Physics.prototype.enable);
-
-Phaser.Physics.prototype.setBoundsToWorld = (function (_super) {
-
- return function () {
- if (this.isoArcade) {
- this.isoArcade.setBoundsToWorld();
- }
- return _super.call(this);
- };
-
-})(Phaser.Physics.prototype.setBoundsToWorld);
-
-Phaser.Physics.prototype.destroy = (function (_super) {
-
- return function () {
- this.isoArcade = null;
-
- return _super.call(this);
- };
-
-})(Phaser.Physics.prototype.destroy);
-
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diff --git a/doc/scripts/prettify/Apache-License-2.0.txt b/doc/scripts/prettify/Apache-License-2.0.txt
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- http://www.apache.org/licenses/
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