Adding docs.

This commit is contained in:
Richard Davey
2013-10-01 13:54:29 +01:00
parent fa15f8015d
commit 305b12d76b
64 changed files with 6268 additions and 2682 deletions
+280 -108
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@@ -1,32 +1,88 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Math
*/
/**
* A collection of mathematical methods.
*
* @class Phaser.Math
*/
Phaser.Math = {
/**
* = 2 &pi;
* @method PI2
*
*/
PI2: Math.PI * 2,
/**
* Two number are fuzzyEqual if their difference is less than &epsilon;.
* @method fuzzyEqual
* @param {number} a
* @param {number} b
* @param {number} epsilon
* @return {bool} True if |a-b|<&epsilon;
*/
fuzzyEqual: function (a, b, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return Math.abs(a - b) < epsilon;
},
/**
* a is fuzzyLessThan b if it is less than b + &epsilon;.
* @method fuzzyEqual
* @param {number} a
* @param {number} b
* @param {number} epsilon
* @return {bool} True if a<b+&epsilon;
*/
fuzzyLessThan: function (a, b, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return a < b + epsilon;
},
/**
* a is fuzzyGreaterThan b if it is more than b - &epsilon;.
* @method fuzzyGreaterThan
* @param {number} a
* @param {number} b
* @param {number} epsilon
* @return {bool} True if a>b+&epsilon;
*/
fuzzyGreaterThan: function (a, b, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return a > b - epsilon;
},
/**
* @method fuzzyCeil
* @param {number} val
* @param {number} epsilon
* @return {bool} ceiling(val-&epsilon;)
*/
fuzzyCeil: function (val, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return Math.ceil(val - epsilon);
},
/**
* @method fuzzyFloor
* @param {number} val
* @param {number} epsilon
* @return {bool} floor(val-&epsilon;)
*/
fuzzyFloor: function (val, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return Math.floor(val + epsilon);
},
/**
* @method average
*/
average: function () {
var args = [];
@@ -45,10 +101,18 @@ Phaser.Math = {
},
/**
* @method truncate
*/
truncate: function (n) {
return (n > 0) ? Math.floor(n) : Math.ceil(n);
},
/**
* @method shear
* @param n
* @return n mod 1
*/
shear: function (n) {
return n % 1;
},
@@ -56,11 +120,12 @@ Phaser.Math = {
/**
* Snap a value to nearest grid slice, using rounding.
*
* example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10 whereas 14 will snap to 15.
*
* @param input - the value to snap
* @param gap - the interval gap of the grid
* @param [start] - optional starting offset for gap
* @method snapTo
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
*/
snapTo: function (input, gap, start) {
@@ -80,11 +145,12 @@ Phaser.Math = {
/**
* Snap a value to nearest grid slice, using floor.
*
* example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15
*
* @param input - the value to snap
* @param gap - the interval gap of the grid
* @param [start] - optional starting offset for gap
* @method snapToFloor
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
*/
snapToFloor: function (input, gap, start) {
@@ -104,11 +170,12 @@ Phaser.Math = {
/**
* Snap a value to nearest grid slice, using ceil.
*
* example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20.
*
* @param input - the value to snap
* @param gap - the interval gap of the grid
* @param [start] - optional starting offset for gap
* @method snapToCeil
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
*/
snapToCeil: function (input, gap, start) {
@@ -128,6 +195,10 @@ Phaser.Math = {
/**
* Snaps a value to the nearest value in an array.
* @method
* @param {number} input
* @param {array} arr
* @param {bool} sort - True if the array needs to be sorted.
*/
snapToInArray: function (input, arr, sort) {
@@ -155,16 +226,10 @@ Phaser.Math = {
},
/**
* roundTo some place comparative to a 'base', default is 10 for decimal place
* Round to some place comparative to a 'base', default is 10 for decimal place.
*
* 'place' is represented by the power applied to 'base' to get that place
*
* @param value - the value to round
* @param place - the place to round to
* @param base - the base to round in... default is 10 for decimal
*
* e.g.
*
* 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011
*
* roundTo(2000/7,3) == 0
@@ -187,8 +252,13 @@ Phaser.Math = {
* roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011
* roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111
*
* note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed
* Note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed
* because we are rounding 100011.1011011011011011 which rounds up.
*
* @method roundTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
*/
roundTo: function (value, place, base) {
@@ -201,6 +271,12 @@ Phaser.Math = {
},
/**
* @method floorTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
*/
floorTo: function (value, place, base) {
if (typeof place === "undefined") { place = 0; }
@@ -212,6 +288,12 @@ Phaser.Math = {
},
/**
* @method ceilTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
*/
ceilTo: function (value, place, base) {
if (typeof place === "undefined") { place = 0; }
@@ -224,34 +306,50 @@ Phaser.Math = {
},
/**
* a one dimensional linear interpolation of a value.
* A one dimensional linear interpolation of a value.
* @method interpolateFloat
* @param {number} a
* @param {number} b
* @param {number} weight
*/
interpolateFloat: function (a, b, weight) {
return (b - a) * weight + a;
},
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2 )
* Find the angle of a segment from (x1, y1) -> (x2, y2 ).
* @method angleBetween
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
*/
angleBetween: function (x1, y1, x2, y2) {
return Math.atan2(y2 - y1, x2 - x1);
},
/**
* set an angle within the bounds of -PI to PI
* Set an angle within the bounds of -&pi; to&pi;.
* @method normalizeAngle
* @param {number} angle
* @param {bool} radians - True if angle size is expressed in radians.
*/
normalizeAngle: function (angle, radians) {
if (typeof radians === "undefined") { radians = true; }
var rd = (radians) ? Math.PI : 180;
return this.wrap(angle, -rd, rd);
var rd = (radians) ? GameMath.PI : 180;
return this.wrap(angle, rd, -rd);
},
/**
* closest angle between two angles from a1 to a2
* Closest angle between two angles from a1 to a2
* absolute value the return for exact angle
* @method nearestAngleBetween
* @param {number} a1
* @param {number} a2
* @param {bool} radians - True if angle sizes are expressed in radians.
*/
nearestAngleBetween: function (a1, a2, radians) {
@@ -276,7 +374,13 @@ Phaser.Math = {
},
/**
* interpolate across the shortest arc between two angles
* Interpolate across the shortest arc between two angles.
* @method interpolateAngles
* @param {number} a1 - Description.
* @param {number} a2 - Description.
* @param {number} weight - Description.
* @param {bool} radians - True if angle sizes are expressed in radians.
* @param {Description} ease - Description.
*/
interpolateAngles: function (a1, a2, weight, radians, ease) {
@@ -291,13 +395,14 @@ Phaser.Math = {
},
/**
* Generate a random bool result based on the chance value
* Generate a random bool result based on the chance value.
* <p>
* Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
* of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
* </p>
* @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%)
* @return true if the roll passed, or false
* @method chanceRoll
* @param {number} chance - The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).
* @return {bool} True if the roll passed, or false otherwise.
*/
chanceRoll: function (chance) {
@@ -326,11 +431,12 @@ Phaser.Math = {
},
/**
* Returns an Array containing the numbers from min to max (inclusive)
* Returns an Array containing the numbers from min to max (inclusive).
*
* @param min The minimum value the array starts with
* @param max The maximum value the array contains
* @return The array of number values
* @method numberArray
* @param {number} min - The minimum value the array starts with.
* @param {number} max - The maximum value the array contains.
* @return {array} The array of number values.
*/
numberArray: function (min, max) {
@@ -346,12 +452,13 @@ Phaser.Math = {
},
/**
* Adds the given amount to the value, but never lets the value go over the specified maximum
* Adds the given amount to the value, but never lets the value go over the specified maximum.
*
* @param value The value to add the amount to
* @param amount The amount to add to the value
* @param max The maximum the value is allowed to be
* @return The new value
* @method maxAdd
* @param {number} value - The value to add the amount to.
* @param {number} amount - The amount to add to the value.
* @param {number} max- The maximum the value is allowed to be.
* @return The new value.
*/
maxAdd: function (value, amount, max) {
@@ -367,12 +474,13 @@ Phaser.Math = {
},
/**
* Subtracts the given amount from the value, but never lets the value go below the specified minimum
* Subtracts the given amount from the value, but never lets the value go below the specified minimum.
*
* @param value The base value
* @param amount The amount to subtract from the base value
* @param min The minimum the value is allowed to be
* @return The new value
* @method minSub
* @param {number} value - The base value.
* @param {number} amount - The amount to subtract from the base value.
* @param {number} min - The minimum the value is allowed to be.
* @return {number} The new value.
*/
minSub: function (value, amount, min) {
@@ -415,10 +523,12 @@ Phaser.Math = {
* Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
* <p>Values must be positive integers, and are passed through Math.abs</p>
*
* @param value The value to add the amount to
* @param amount The amount to add to the value
* @param max The maximum the value is allowed to be
* @return The wrapped value
* @method wrapValue
* @param {number} value - The value to add the amount to.
* @param {number} amount - The amount to add to the value.
* @param {number} max - The maximum the value is allowed to be.
* @return {number} The wrapped value.
*/
wrapValue: function (value, amount, max) {
@@ -433,9 +543,10 @@ Phaser.Math = {
},
/**
* Randomly returns either a 1 or -1
* Randomly returns either a 1 or -1.
*
* @return 1 or -1
* @method randomSign
* @return {number} 1 or -1
*/
randomSign: function () {
return (Math.random() > 0.5) ? 1 : -1;
@@ -444,9 +555,9 @@ Phaser.Math = {
/**
* Returns true if the number given is odd.
*
* @param n The number to check
*
* @return True if the given number is odd. False if the given number is even.
* @method isOdd
* @param {number} n - The number to check.
* @return {bool} True if the given number is odd. False if the given number is even.
*/
isOdd: function (n) {
@@ -457,9 +568,9 @@ Phaser.Math = {
/**
* Returns true if the number given is even.
*
* @param n The number to check
*
* @return True if the given number is even. False if the given number is odd.
* @method isEven
* @param {number} n - The number to check.
* @return {bool} True if the given number is even. False if the given number is odd.
*/
isEven: function (n) {
@@ -476,8 +587,9 @@ Phaser.Math = {
/**
* Significantly faster version of Math.max
* See http://jsperf.com/math-s-min-max-vs-homemade/5
* See {@link http://jsperf.com/math-s-min-max-vs-homemade/5}
*
* @method max
* @return The highest value from those given.
*/
max: function () {
@@ -496,8 +608,9 @@ Phaser.Math = {
/**
* Significantly faster version of Math.min
* See http://jsperf.com/math-s-min-max-vs-homemade/5
* See {@link http://jsperf.com/math-s-min-max-vs-homemade/5}
*
* @method min
* @return The lowest value from those given.
*/
min: function () {
@@ -518,9 +631,9 @@ Phaser.Math = {
* Keeps an angle value between -180 and +180<br>
* Should be called whenever the angle is updated on the Sprite to stop it from going insane.
*
* @param angle The angle value to check
*
* @return The new angle value, returns the same as the input angle if it was within bounds
* @method wrapAngle
* @param {number} angle - The angle value to check
* @return {number} The new angle value, returns the same as the input angle if it was within bounds.
*/
wrapAngle: function (angle) {
@@ -545,13 +658,14 @@ Phaser.Math = {
},
/**
* Keeps an angle value between the given min and max values
* Keeps an angle value between the given min and max values.
*
* @param angle The angle value to check. Must be between -180 and +180
* @param min The minimum angle that is allowed (must be -180 or greater)
* @param max The maximum angle that is allowed (must be 180 or less)
* @method angleLimit
* @param {number} angle - The angle value to check. Must be between -180 and +180.
* @param {number} min - The minimum angle that is allowed (must be -180 or greater).
* @param {number} max - The maximum angle that is allowed (must be 180 or less).
*
* @return The new angle value, returns the same as the input angle if it was within bounds
* @return {number} The new angle value, returns the same as the input angle if it was within bounds
*/
angleLimit: function (angle, min, max) {
var result = angle;
@@ -564,10 +678,11 @@ Phaser.Math = {
},
/**
* Description.
* @method linearInterpolation
* @param {Any} v
* @param {Any} k
* @public
* @param {number} v
* @param {number} k
* @return {number}
*/
linearInterpolation: function (v, k) {
var m = v.length - 1;
@@ -583,10 +698,11 @@ Phaser.Math = {
},
/**
* Description.
* @method bezierInterpolation
* @param {Any} v
* @param {Any} k
* @public
* @param {number} v
* @param {number} k
* @return {number}
*/
bezierInterpolation: function (v, k) {
var b = 0;
@@ -598,10 +714,11 @@ Phaser.Math = {
},
/**
* Description.
* @method catmullRomInterpolation
* @param {Any} v
* @param {Any} k
* @public
* @param {number} v
* @param {number} k
* @return {number}
*/
catmullRomInterpolation: function (v, k) {
@@ -626,11 +743,12 @@ Phaser.Math = {
},
/**
* Description.
* @method Linear
* @param {Any} p0
* @param {Any} p1
* @param {Any} t
* @public
* @param {number} p0
* @param {number} p1
* @param {number} t
* @return {number}
*/
linear: function (p0, p1, t) {
return (p1 - p0) * t + p0;
@@ -638,22 +756,23 @@ Phaser.Math = {
/**
* @method bernstein
* @param {Any} n
* @param {Any} i
* @public
* @param {number} n
* @param {number} i
* @return {number}
*/
bernstein: function (n, i) {
return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
},
/**
* Description.
* @method catmullRom
* @param {Any} p0
* @param {Any} p1
* @param {Any} p2
* @param {Any} p3
* @param {Any} t
* @public
* @param {number} p0
* @param {number} p1
* @param {number} p2
* @param {number} p3
* @param {number} t
* @return {number}
*/
catmullRom: function (p0, p1, p2, p3, t) {
var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2;
@@ -668,10 +787,10 @@ Phaser.Math = {
* Fetch a random entry from the given array.
* Will return null if random selection is missing, or array has no entries.
*
* @method getRandom
* @param objects An array of objects.
* @param startIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
* @param length Optional restriction on the number of values you want to randomly select from.
*
* @return The random object that was selected.
*/
getRandom: function (objects, startIndex, length) {
@@ -701,9 +820,9 @@ Phaser.Math = {
/**
* Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2.
*
* @param Value Any number.
*
* @return The rounded value of that number.
* @method floor
* @param {number} Value Any number.
* @return {number} The rounded value of that number.
*/
floor: function (value) {
@@ -802,12 +921,13 @@ Phaser.Math = {
/**
* Returns the distance between the two given set of coordinates.
*
* @method distance
* @param {Number} x1
* @param {Number} y1
* @param {Number} x2
* @param {Number} y2
* @return {Number} The distance between this Point object and the destination Point object.
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @return {number} The distance between this Point object and the destination Point object.
**/
distance: function (x1, y1, x2, y2) {
@@ -825,34 +945,61 @@ Phaser.Math = {
},
/**
* force a value within the boundaries of two values
*
* Force a value within the boundaries of two values.
* Clamp value to range <a, b>
*
* @method clamp
* @param {number} x
* @param {number} a
* @param {number} b
*/
clamp: function ( x, a, b ) {
return ( x < a ) ? a : ( ( x > b ) ? b : x );
},
// Clamp value to range <a, inf)
/**
* Clamp value to range <a, inf).
*
* @method clampBottom
* @param {number} x
* @param {number} a
*/
clampBottom: function ( x, a ) {
return x < a ? a : x;
},
// Linear mapping from range <a1, a2> to range <b1, b2>
/**
* Linear mapping from range <a1, a2> to range <b1, b2>
*
* @method mapLinear
* @param {number} x
* @param {number} a1
* @param {number} a1
* @param {number} a2
* @param {number} b1
* @param {number} b2
* @return {number}
*/
mapLinear: function ( x, a1, a2, b1, b2 ) {
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
},
// http://en.wikipedia.org/wiki/Smoothstep
//
/**
* {@link http://en.wikipedia.org/wiki/Smoothstep}
*
* @method smoothstep
* @param {number} x
* @param {number} min
* @param {number} max
* @return {number}
*/
smoothstep: function ( x, min, max ) {
if ( x <= min ) return 0;
@@ -864,6 +1011,15 @@ Phaser.Math = {
},
/**
* {@link http://en.wikipedia.org/wiki/Smoothstep}
*
* @method smootherstep
* @param {number} x
* @param {number} min
* @param {number} max
* @return {number}
*/
smootherstep: function ( x, min, max ) {
if ( x <= min ) return 0;
@@ -876,8 +1032,12 @@ Phaser.Math = {
},
/**
* a value representing the sign of the value.
* A value representing the sign of the value.
* -1 for negative, +1 for positive, 0 if value is 0
*
* @method sign
* @param {number} x
* @return {number}
*/
sign: function ( x ) {
@@ -885,6 +1045,12 @@ Phaser.Math = {
},
/**
* Convert degrees to radians.
*
* @method degToRad
* @return {function}
*/
degToRad: function() {
var degreeToRadiansFactor = Math.PI / 180;
@@ -897,6 +1063,12 @@ Phaser.Math = {
}(),
/**
* Convert degrees to radians.
*
* @method radToDeg
* @return {function}
*/
radToDeg: function() {
var radianToDegreesFactor = 180 / Math.PI;
+68 -38
View File
@@ -1,4 +1,11 @@
/*
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Quadtree
*/
/**
* Javascript QuadTree
* @version 1.0
* @author Timo Hausmann
@@ -12,35 +19,49 @@
* Original version at https://github.com/timohausmann/quadtree-js/
*/
/*
Copyright © 2012 Timo Hausmann
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
/**
* @overview
* @copyright © 2012 Timo Hausmann
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* QuadTree Constructor
* @param Integer maxObjects (optional) max objects a node can hold before splitting into 4 subnodes (default: 10)
* @param Integer maxLevels (optional) total max levels inside root QuadTree (default: 4)
* @param Integer level (optional) deepth level, required for subnodes
*/
/**
* QuadTree Constructor
*
* @class Phaser.QuadTree
* @classdesc Javascript QuadTree <p>
* The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
* it massively to add node indexing, removed lots of temp. var creation and significantly
* increased performance as a result.<p>
* Original version at {@link https://github.com/timohausmann/quadtree-js/}
* @constructor
* @param {Description} physicsManager - Description.
* @param {Description} x - Description.
* @param {Description} y - Description.
* @param {number} width - The width of your game in game pixels.
* @param {number} height - The height of your game in game pixels.
* @param {number} maxObjects - Description.
* @param {number} maxLevels - Description.
* @param {number} level - Description.
*/
Phaser.QuadTree = function (physicsManager, x, y, width, height, maxObjects, maxLevels, level) {
this.physicsManager = physicsManager;
@@ -70,8 +91,10 @@ Phaser.QuadTree = function (physicsManager, x, y, width, height, maxObjects, max
Phaser.QuadTree.prototype = {
/*
* Split the node into 4 subnodes
*/
* Split the node into 4 subnodes
*
* @method split
*/
split: function() {
this.level++;
@@ -94,7 +117,9 @@ Phaser.QuadTree.prototype = {
* Insert the object into the node. If the node
* exceeds the capacity, it will split and add all
* objects to their corresponding subnodes.
* @param Object pRect bounds of the object to be added, with x, y, width, height
*
* @method insert
* @param {object} body - Description.
*/
insert: function (body) {
@@ -142,9 +167,11 @@ Phaser.QuadTree.prototype = {
},
/*
* Determine which node the object belongs to
* @param Object pRect bounds of the area to be checked, with x, y, width, height
* @return Integer index of the subnode (0-3), or -1 if pRect cannot completely fit within a subnode and is part of the parent node
* Determine which node the object belongs to.
*
* @method getIndex
* @param {object} rect - Description.
* @return {number} index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.
*/
getIndex: function (rect) {
@@ -184,9 +211,11 @@ Phaser.QuadTree.prototype = {
},
/*
* Return all objects that could collide with the given object
* @param Object pRect bounds of the object to be checked, with x, y, width, height
* @Return Array array with all detected objects
* Return all objects that could collide with the given object.
*
* @method retrieve
* @param {object} rect - Description.
* @Return {array} - Array with all detected objects.
*/
retrieve: function (sprite) {
@@ -219,7 +248,8 @@ Phaser.QuadTree.prototype = {
},
/*
* Clear the quadtree
* Clear the quadtree.
* @method clear
*/
clear: function () {
+58 -42
View File
@@ -1,9 +1,21 @@
/**
* Phaser.RandomDataGenerator
*
* An extremely useful repeatable random data generator. Access it via Phaser.Game.rnd
* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense
* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.RandomDataGenerator
*/
/**
* Phaser.RandomDataGenerator constructor.
*
* @class Phaser.RandomDataGenerator
* @classdesc An extremely useful repeatable random data generator. Access it via Phaser.Game.rnd
* Based on Nonsense by Josh Faul {@link https://github.com/jocafa/Nonsense}.
* Random number generator from {@link http://baagoe.org/en/wiki/Better_random_numbers_for_javascript}
*
* @constructor
* @param {array} seeds
*/
Phaser.RandomDataGenerator = function (seeds) {
@@ -16,37 +28,34 @@ Phaser.RandomDataGenerator = function (seeds) {
Phaser.RandomDataGenerator.prototype = {
/**
* @property c
* @type Number
* @property {number} c
* @private
*/
c: 1,
/**
* @property s0
* @type Number
* @property {number} s0
* @private
*/
s0: 0,
/**
* @property s1
* @type Number
* @property {number} s1
* @private
*/
s1: 0,
/**
* @property s2
* @type Number
* @property {number} s2
* @private
*/
s2: 0,
/**
* Private random helper
* Private random helper.
* @method rnd
* @private
* @return {number} Description.
*/
rnd: function () {
@@ -61,9 +70,10 @@ Phaser.RandomDataGenerator.prototype = {
},
/**
* Reset the seed of the random data generator
* Reset the seed of the random data generator.
*
* @method sow
* @param {Array} seeds
* @param {array} seeds
*/
sow: function (seeds) {
@@ -87,9 +97,11 @@ Phaser.RandomDataGenerator.prototype = {
},
/**
* Description.
* @method hash
* @param {Any} data
* @private
* @return {number} Description.
*/
hash: function (data) {
@@ -113,49 +125,49 @@ Phaser.RandomDataGenerator.prototype = {
},
/**
* Returns a random integer between 0 and 2^32
* Returns a random integer between 0 and 2^32.
* @method integer
* @return {Number}
* @return {number}
*/
integer: function() {
return this.rnd.apply(this) * 0x100000000;// 2^32
},
/**
* Returns a random real number between 0 and 1
* Returns a random real number between 0 and 1.
* @method frac
* @return {Number}
* @return {number}
*/
frac: function() {
return this.rnd.apply(this) + (this.rnd.apply(this) * 0x200000 | 0) * 1.1102230246251565e-16;// 2^-53
},
/**
* Returns a random real number between 0 and 2^32
* Returns a random real number between 0 and 2^32.
* @method real
* @return {Number}
* @return {number}
*/
real: function() {
return this.integer() + this.frac();
},
/**
* Returns a random integer between min and max
* Returns a random integer between min and max.
* @method integerInRange
* @param {Number} min
* @param {Number} max
* @return {Number}
* @param {number} min
* @param {number} max
* @return {number}
*/
integerInRange: function (min, max) {
return Math.floor(this.realInRange(min, max));
},
/**
* Returns a random real number between min and max
* Returns a random real number between min and max.
* @method realInRange
* @param {Number} min
* @param {Number} max
* @return {Number}
* @param {number} min
* @param {number} max
* @return {number}
*/
realInRange: function (min, max) {
@@ -167,18 +179,18 @@ Phaser.RandomDataGenerator.prototype = {
},
/**
* Returns a random real number between -1 and 1
* Returns a random real number between -1 and 1.
* @method normal
* @return {Number}
* @return {number}
*/
normal: function () {
return 1 - 2 * this.frac();
},
/**
* Returns a valid RFC4122 version4 ID hex string (from https://gist.github.com/1308368)
* Returns a valid RFC4122 version4 ID hex string (from {@link https://gist.github.com/1308368}).
* @method uuid
* @return {String}
* @return {string}
*/
uuid: function () {
@@ -195,36 +207,40 @@ Phaser.RandomDataGenerator.prototype = {
},
/**
* Returns a random member of `array`
* Returns a random member of `array`.
* @method pick
* @param {Any} array
* @param {Any} ary
* @return {number}
*/
pick: function (ary) {
return ary[this.integerInRange(0, ary.length)];
},
/**
* Returns a random member of `array`, favoring the earlier entries
* Returns a random member of `array`, favoring the earlier entries.
* @method weightedPick
* @param {Any} array
* @param {Any} ary
* @return {number}
*/
weightedPick: function (ary) {
return ary[~~(Math.pow(this.frac(), 2) * ary.length)];
},
/**
* Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified
* Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified.
* @method timestamp
* @param {Number} min
* @param {Number} max
* @param {number} min
* @param {number} max
* @return {number}
*/
timestamp: function (a, b) {
return this.realInRange(a || 946684800000, b || 1577862000000);
},
/**
* Returns a random angle between -180 and 180
* Returns a random angle between -180 and 180.
* @method angle
* @return {number}
*/
angle: function() {
return this.integerInRange(-180, 180);