- * 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. - *
- * @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 - */ - function (chance) { - if (typeof chance === "undefined") { chance = 50; } - if(chance <= 0) { - return false; - } else if(chance >= 100) { - return true; - } else { - if(Math.random() * 100 >= chance) { - return false; - } else { - return true; - } - } - }; - GameMath.prototype.maxAdd = /** - * 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 - */ - function (value, amount, max) { - value += amount; - if(value > max) { - value = max; - } - return value; - }; - GameMath.prototype.minSub = /** - * 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 - */ - function (value, amount, min) { - value -= amount; - if(value < min) { - value = min; - } - return value; - }; - GameMath.prototype.wrapValue = /** - * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. - *Values must be positive integers, and are passed through Math.abs
- * - * @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 - */ - function (value, amount, max) { - var diff; - value = Math.abs(value); - amount = Math.abs(amount); - max = Math.abs(max); - diff = (value + amount) % max; - return diff; - }; - GameMath.prototype.randomSign = /** - * Randomly returns either a 1 or -1 - * - * @return 1 or -1 - */ - function () { - return (Math.random() > 0.5) ? 1 : -1; - }; - GameMath.prototype.isOdd = /** - * 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. - */ - function (n) { - if(n & 1) { - return true; - } else { - return false; - } - }; - GameMath.prototype.isEven = /** - * 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. - */ - function (n) { - if(n & 1) { - return false; - } else { - return true; - } - }; - GameMath.prototype.wrapAngle = /** - * Keeps an angle value between -180 and +180Number between 0 and 1.
- */
- function () {
- return this.globalSeed = this.srand(this.globalSeed);
- };
- GameMath.prototype.srand = /**
- * Generates a random number based on the seed provided.
- *
- * @param Seed A number between 0 and 1, used to generate a predictable random number (very optional).
- *
- * @return A Number between 0 and 1.
- */
- function (Seed) {
- return ((69621 * (Seed * 0x7FFFFFFF)) % 0x7FFFFFFF) / 0x7FFFFFFF;
- };
- GameMath.prototype.getRandom = /**
- * Fetch a random entry from the given array.
- * Will return null if random selection is missing, or array has no entries.
- * FlxG.getRandom() is deterministic and safe for use with replays/recordings.
- * HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings.
- *
- * @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.
- */
- function (Objects, StartIndex, Length) {
- if (typeof StartIndex === "undefined") { StartIndex = 0; }
- if (typeof Length === "undefined") { Length = 0; }
- if(Objects != null) {
- var l = Length;
- if((l == 0) || (l > Objects.length - StartIndex)) {
- l = Objects.length - StartIndex;
- }
- if(l > 0) {
- return Objects[StartIndex + Math.floor(Math.random() * l)];
- }
- }
- return null;
- };
- GameMath.prototype.floor = /**
- * 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.
- */
- function (Value) {
- var n = Value | 0;
- return (Value > 0) ? (n) : ((n != Value) ? (n - 1) : (n));
- };
- GameMath.prototype.ceil = /**
- * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3.
- *
- * @param Value Any number.
- *
- * @return The rounded value of that number.
- */
- function (Value) {
- var n = Value | 0;
- return (Value > 0) ? ((n != Value) ? (n + 1) : (n)) : (n);
- };
- return GameMath;
-})();
-/**
-* Point
-*
-* @desc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
-*
-* @version 1.2 - 27th February 2013
-* @author Richard Davey
-* @todo polar, interpolate
-*/
-var Point = (function () {
- /**
- * Creates a new point. If you pass no parameters to this method, a point is created at (0,0).
- * @class Point
- * @constructor
- * @param {Number} x One-liner. Default is ?.
- * @param {Number} y One-liner. Default is ?.
- **/
- function Point(x, y) {
- if (typeof x === "undefined") { x = 0; }
- if (typeof y === "undefined") { y = 0; }
- this.setTo(x, y);
- }
- Point.prototype.add = /**
- * Adds the coordinates of another point to the coordinates of this point to create a new point.
- * @method add
- * @param {Point} point - The point to be added.
- * @return {Point} The new Point object.
- **/
- function (toAdd, output) {
- if (typeof output === "undefined") { output = new Point(); }
- return output.setTo(this.x + toAdd.x, this.y + toAdd.y);
- };
- Point.prototype.addTo = /**
- * Adds the given values to the coordinates of this point and returns it
- * @method addTo
- * @param {Number} x - The amount to add to the x value of the point
- * @param {Number} y - The amount to add to the x value of the point
- * @return {Point} This Point object.
- **/
- function (x, y) {
- if (typeof x === "undefined") { x = 0; }
- if (typeof y === "undefined") { y = 0; }
- return this.setTo(this.x + x, this.y + y);
- };
- Point.prototype.subtractFrom = /**
- * Adds the given values to the coordinates of this point and returns it
- * @method addTo
- * @param {Number} x - The amount to add to the x value of the point
- * @param {Number} y - The amount to add to the x value of the point
- * @return {Point} This Point object.
- **/
- function (x, y) {
- if (typeof x === "undefined") { x = 0; }
- if (typeof y === "undefined") { y = 0; }
- return this.setTo(this.x - x, this.y - y);
- };
- Point.prototype.invert = /**
- * Inverts the x and y values of this point
- * @method invert
- * @return {Point} This Point object.
- **/
- function () {
- return this.setTo(this.y, this.x);
- };
- Point.prototype.clamp = /**
- * Clamps this Point object to be between the given min and max
- * @method clamp
- * @param {number} The minimum value to clamp this Point to
- * @param {number} The maximum value to clamp this Point to
- * @return {Point} This Point object.
- **/
- function (min, max) {
- this.clampX(min, max);
- this.clampY(min, max);
- return this;
- };
- Point.prototype.clampX = /**
- * Clamps the x value of this Point object to be between the given min and max
- * @method clampX
- * @param {number} The minimum value to clamp this Point to
- * @param {number} The maximum value to clamp this Point to
- * @return {Point} This Point object.
- **/
- function (min, max) {
- this.x = Math.max(Math.min(this.x, max), min);
- return this;
- };
- Point.prototype.clampY = /**
- * Clamps the y value of this Point object to be between the given min and max
- * @method clampY
- * @param {number} The minimum value to clamp this Point to
- * @param {number} The maximum value to clamp this Point to
- * @return {Point} This Point object.
- **/
- function (min, max) {
- this.x = Math.max(Math.min(this.x, max), min);
- this.y = Math.max(Math.min(this.y, max), min);
- return this;
- };
- Point.prototype.clone = /**
- * Creates a copy of this Point.
- * @method clone
- * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
- * @return {Point} The new Point object.
- **/
- function (output) {
- if (typeof output === "undefined") { output = new Point(); }
- return output.setTo(this.x, this.y);
- };
- Point.prototype.copyFrom = /**
- * Copies the point data from the source Point object into this Point object.
- * @method copyFrom
- * @param {Point} source - The point to copy from.
- * @return {Point} This Point object. Useful for chaining method calls.
- **/
- function (source) {
- return this.setTo(source.x, source.y);
- };
- Point.prototype.copyTo = /**
- * Copies the point data from this Point object to the given target Point object.
- * @method copyTo
- * @param {Point} target - The point to copy to.
- * @return {Point} The target Point object.
- **/
- function (target) {
- return target.setTo(this.x, this.y);
- };
- Point.prototype.distanceTo = /**
- * Returns the distance from this Point object to the given Point object.
- * @method distanceFrom
- * @param {Point} target - The destination Point object.
- * @param {Boolean} round - Round the distance to the nearest integer (default false)
- * @return {Number} The distance between this Point object and the destination Point object.
- **/
- function (target, round) {
- if (typeof round === "undefined") { round = false; }
- var dx = this.x - target.x;
- var dy = this.y - target.y;
- if(round === true) {
- return Math.round(Math.sqrt(dx * dx + dy * dy));
- } else {
- return Math.sqrt(dx * dx + dy * dy);
- }
- };
- Point.distanceBetween = /**
- * Returns the distance between the two Point objects.
- * @method distanceBetween
- * @param {Point} pointA - The first Point object.
- * @param {Point} pointB - The second Point object.
- * @param {Boolean} round - Round the distance to the nearest integer (default false)
- * @return {Number} The distance between the two Point objects.
- **/
- function distanceBetween(pointA, pointB, round) {
- if (typeof round === "undefined") { round = false; }
- var dx = pointA.x - pointB.x;
- var dy = pointA.y - pointB.y;
- if(round === true) {
- return Math.round(Math.sqrt(dx * dx + dy * dy));
- } else {
- return Math.sqrt(dx * dx + dy * dy);
- }
- };
- Point.prototype.distanceCompare = /**
- * Returns true if the distance between this point and a target point is greater than or equal a specified distance.
- * This avoids using a costly square root operation
- * @method distanceCompare
- * @param {Point} target - The Point object to use for comparison.
- * @param {Number} distance - The distance to use for comparison.
- * @return {Boolena} True if distance is >= specified distance.
- **/
- function (target, distance) {
- if(this.distanceTo(target) >= distance) {
- return true;
- } else {
- return false;
- }
- };
- Point.prototype.equals = /**
- * Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values.
- * @method equals
- * @param {Point} point - The point to compare against.
- * @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal.
- **/
- function (toCompare) {
- if(this.x === toCompare.x && this.y === toCompare.y) {
- return true;
- } else {
- return false;
- }
- };
- Point.prototype.interpolate = /**
- * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2.
- * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2).
- * @method interpolate
- * @param {Point} pointA - The first Point object.
- * @param {Point} pointB - The second Point object.
- * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned.
- * @return {Point} The new interpolated Point object.
- **/
- function (pointA, pointB, f) {
- };
- Point.prototype.offset = /**
- * Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value.
- * The value of dy is added to the original value of y to create the new y value.
- * @method offset
- * @param {Number} dx - The amount by which to offset the horizontal coordinate, x.
- * @param {Number} dy - The amount by which to offset the vertical coordinate, y.
- * @return {Point} This Point object. Useful for chaining method calls.
- **/
- function (dx, dy) {
- this.x += dx;
- this.y += dy;
- return this;
- };
- Point.prototype.polar = /**
- * Converts a pair of polar coordinates to a Cartesian point coordinate.
- * @method polar
- * @param {Number} length - The length coordinate of the polar pair.
- * @param {Number} angle - The angle, in radians, of the polar pair.
- * @return {Point} The new Cartesian Point object.
- **/
- function (length, angle) {
- };
- Point.prototype.setTo = /**
- * Sets the x and y values of this Point object to the given coordinates.
- * @method set
- * @param {Number} x - The horizontal position of this point.
- * @param {Number} y - The vertical position of this point.
- * @return {Point} This Point object. Useful for chaining method calls.
- **/
- function (x, y) {
- this.x = x;
- this.y = y;
- return this;
- };
- Point.prototype.subtract = /**
- * Subtracts the coordinates of another point from the coordinates of this point to create a new point.
- * @method subtract
- * @param {Point} point - The point to be subtracted.
- * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
- * @return {Point} The new Point object.
- **/
- function (point, output) {
- if (typeof output === "undefined") { output = new Point(); }
- return output.setTo(this.x - point.x, this.y - point.y);
- };
- Point.prototype.toString = /**
- * Returns a string representation of this object.
- * @method toString
- * @return {string} a string representation of the instance.
- **/
- function () {
- return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
- };
- return Point;
-})();
-/// GameObject and Group extend this class,
-* as do the plugins. Has no size, position or graphical data.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Basic = (function () {
- /**
- * Instantiate the basic object.
- */
- function Basic(game) {
- /**
- * Allows you to give this object a name. Useful for debugging, but not actually used internally.
- */
- this.name = '';
- this._game = game;
- this.ID = -1;
- this.exists = true;
- this.active = true;
- this.visible = true;
- this.alive = true;
- this.isGroup = false;
- this.ignoreDrawDebug = false;
- }
- Basic.prototype.destroy = /**
- * Override this to null out iables or manually call
- * destroy() on class members if necessary.
- * Don't forget to call super.destroy()!
- */
- function () {
- };
- Basic.prototype.preUpdate = /**
- * Pre-update is called right before update() on each object in the game loop.
- */
- function () {
- };
- Basic.prototype.update = /**
- * Override this to update your class's position and appearance.
- * This is where most of your game rules and behavioral code will go.
- */
- function () {
- };
- Basic.prototype.postUpdate = /**
- * Post-update is called right after update() on each object in the game loop.
- */
- function () {
- };
- Basic.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) {
- };
- Basic.prototype.kill = /**
- * Handy for "killing" game objects.
- * Default behavior is to flag them as nonexistent AND dead.
- * However, if you want the "corpse" to remain in the game,
- * like to animate an effect or whatever, you should override this,
- * setting only alive to false, and leaving exists true.
- */
- function () {
- this.alive = false;
- this.exists = false;
- };
- Basic.prototype.revive = /**
- * Handy for bringing game objects "back to life". Just sets alive and exists back to true.
- * In practice, this is most often called by FlxObject.reset().
- */
- function () {
- this.alive = true;
- this.exists = true;
- };
- Basic.prototype.toString = /**
- * Convert object to readable string name. Useful for debugging, save games, etc.
- */
- function () {
- //return FlxU.getClassName(this, true);
- return "";
- };
- return Basic;
-})();
-var __extends = this.__extends || function (d, b) {
- function __() { this.constructor = d; }
- __.prototype = b.prototype;
- d.prototype = new __();
-};
-/// GameObject overlaps this GameObject or FlxGroup.
- * If the group has a LOT of things in it, it might be faster to use FlxG.overlaps().
- * WARNING: Currently tilemaps do NOT support screen space overlap checks!
- *
- * @param ObjectOrGroup The object or group being tested.
- * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether or not the two objects overlap.
- */
- function (ObjectOrGroup, InScreenSpace, Camera) {
- if (typeof InScreenSpace === "undefined") { InScreenSpace = false; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(ObjectOrGroup.isGroup) {
- var results = false;
- var i = 0;
- var members = ObjectOrGroup.members;
- while(i < length) {
- if(this.overlaps(members[i++], InScreenSpace, Camera)) {
- results = true;
- }
- }
- return results;
- }
- /*
- if (typeof ObjectOrGroup === 'FlxTilemap')
- {
- //Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
- // we redirect the call to the tilemap overlap here.
- return ObjectOrGroup.overlaps(this, InScreenSpace, Camera);
- }
- */
- //var object: GameObject = ObjectOrGroup;
- if(!InScreenSpace) {
- return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > this.y) && (ObjectOrGroup.y < this.y + this.height);
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera);
- this.getScreenXY(this._point, Camera);
- return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
- };
- GameObject.prototype.overlapsAt = /**
- * Checks to see if this GameObject were located at the given position, would it overlap the GameObject or FlxGroup?
- * This is distinct from overlapsPoint(), which just checks that ponumber, rather than taking the object's size numbero account.
- * WARNING: Currently tilemaps do NOT support screen space overlap checks!
- *
- * @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
- * @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here.
- * @param ObjectOrGroup The object or group being tested.
- * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether or not the two objects overlap.
- */
- function (X, Y, ObjectOrGroup, InScreenSpace, Camera) {
- if (typeof InScreenSpace === "undefined") { InScreenSpace = false; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(ObjectOrGroup.isGroup) {
- var results = false;
- var basic;
- var i = 0;
- var members = ObjectOrGroup.members;
- while(i < length) {
- if(this.overlapsAt(X, Y, members[i++], InScreenSpace, Camera)) {
- results = true;
- }
- }
- return results;
- }
- /*
- if (typeof ObjectOrGroup === 'FlxTilemap')
- {
- //Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
- // we redirect the call to the tilemap overlap here.
- //However, since this is overlapsAt(), we also have to invent the appropriate position for the tilemap.
- //So we calculate the offset between the player and the requested position, and subtract that from the tilemap.
- var tilemap: FlxTilemap = ObjectOrGroup;
- return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera);
- }
- */
- //var object: GameObject = ObjectOrGroup;
- if(!InScreenSpace) {
- return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > Y) && (ObjectOrGroup.y < Y + this.height);
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera);
- this._point.x = X - Camera.scroll.x * this.scrollFactor.x//copied from getScreenXY()
- ;
- this._point.y = Y - Camera.scroll.y * this.scrollFactor.y;
- this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001;
- this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001;
- return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
- };
- GameObject.prototype.overlapsPoint = /**
- * Checks to see if a ponumber in 2D world space overlaps this GameObject object.
- *
- * @param Point The ponumber in world space you want to check.
- * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap.
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether or not the ponumber overlaps this object.
- */
- function (point, InScreenSpace, Camera) {
- if (typeof InScreenSpace === "undefined") { InScreenSpace = false; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(!InScreenSpace) {
- return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height);
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- var X = point.x - Camera.scroll.x;
- var Y = point.y - Camera.scroll.y;
- this.getScreenXY(this._point, Camera);
- return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height);
- };
- GameObject.prototype.onScreen = /**
- * Check and see if this object is currently on screen.
- *
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether the object is on screen or not.
- */
- function (Camera) {
- if (typeof Camera === "undefined") { Camera = null; }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- this.getScreenXY(this._point, Camera);
- return (this._point.x + this.width > 0) && (this._point.x < Camera.width) && (this._point.y + this.height > 0) && (this._point.y < Camera.height);
- };
- GameObject.prototype.getScreenXY = /**
- * Call this to figure out the on-screen position of the object.
- *
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- * @param Point Takes a Point object and assigns the post-scrolled X and Y values of this object to it.
- *
- * @return The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object.
- */
- function (point, Camera) {
- if (typeof point === "undefined") { point = null; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(point == null) {
- point = new Point();
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- point.x = this.x - Camera.scroll.x * this.scrollFactor.x;
- point.y = this.y - Camera.scroll.y * this.scrollFactor.y;
- point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
- point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
- return point;
- };
- Object.defineProperty(GameObject.prototype, "solid", {
- get: /**
- * Whether the object collides or not. For more control over what directions
- * the object will collide from, use collision constants (like LEFT, FLOOR, etc)
- * to set the value of allowCollisions directly.
- */
- function () {
- return (this.allowCollisions & GameObject.ANY) > GameObject.NONE;
- },
- set: /**
- * @private
- */
- function (Solid) {
- if(Solid) {
- this.allowCollisions = GameObject.ANY;
- } else {
- this.allowCollisions = GameObject.NONE;
- }
- },
- enumerable: true,
- configurable: true
- });
- GameObject.prototype.getMidpoint = /**
- * Retrieve the midponumber of this object in world coordinates.
- *
- * @Point Allows you to pass in an existing Point object if you're so inclined. Otherwise a new one is created.
- *
- * @return A Point object containing the midponumber of this object in world coordinates.
- */
- function (point) {
- if (typeof point === "undefined") { point = null; }
- if(point == null) {
- point = new Point();
- }
- point.x = this.x + this.width * 0.5;
- point.y = this.y + this.height * 0.5;
- return point;
- };
- GameObject.prototype.reset = /**
- * Handy for reviving game objects.
- * Resets their existence flags and position.
- *
- * @param X The new X position of this object.
- * @param Y The new Y position of this object.
- */
- function (X, Y) {
- this.revive();
- this.touching = GameObject.NONE;
- this.wasTouching = GameObject.NONE;
- this.x = X;
- this.y = Y;
- this.last.x = X;
- this.last.y = Y;
- this.velocity.x = 0;
- this.velocity.y = 0;
- };
- GameObject.prototype.isTouching = /**
- * Handy for checking if this object is touching a particular surface.
- * For slightly better performance you can just & the value directly numbero touching.
- * However, this method is good for readability and accessibility.
- *
- * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
- *
- * @return Whether the object is touching an object in (any of) the specified direction(s) this frame.
- */
- function (Direction) {
- return (this.touching & Direction) > GameObject.NONE;
- };
- GameObject.prototype.justTouched = /**
- * Handy for checking if this object is just landed on a particular surface.
- *
- * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
- *
- * @return Whether the object just landed on (any of) the specified surface(s) this frame.
- */
- function (Direction) {
- return ((this.touching & Direction) > GameObject.NONE) && ((this.wasTouching & Direction) <= GameObject.NONE);
- };
- GameObject.prototype.hurt = /**
- * Reduces the "health" variable of this sprite by the amount specified in Damage.
- * Calls kill() if health drops to or below zero.
- *
- * @param Damage How much health to take away (use a negative number to give a health bonus).
- */
- function (Damage) {
- this.health = this.health - Damage;
- if(this.health <= 0) {
- this.kill();
- }
- };
- GameObject.prototype.destroy = function () {
- };
- Object.defineProperty(GameObject.prototype, "x", {
- get: function () {
- return this.bounds.x;
- },
- set: function (value) {
- this.bounds.x = value;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "y", {
- get: function () {
- return this.bounds.y;
- },
- set: function (value) {
- this.bounds.y = value;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "rotation", {
- get: function () {
- return this._angle;
- },
- set: function (value) {
- this._angle = this._game.math.wrap(value, 360, 0);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "angle", {
- get: function () {
- return this._angle;
- },
- set: function (value) {
- this._angle = this._game.math.wrap(value, 360, 0);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "width", {
- get: function () {
- return this.bounds.width;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "height", {
- get: function () {
- return this.bounds.height;
- },
- enumerable: true,
- configurable: true
- });
- return GameObject;
-})(Basic);
-/// Basics.
-* NOTE: Although Group extends Basic, it will not automatically
-* add itself to the global collisions quad tree, it will only add its members.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Group = (function (_super) {
- __extends(Group, _super);
- function Group(game, MaxSize) {
- if (typeof MaxSize === "undefined") { MaxSize = 0; }
- _super.call(this, game);
- this.isGroup = true;
- this.members = [];
- this.length = 0;
- this._maxSize = MaxSize;
- this._marker = 0;
- this._sortIndex = null;
- }
- Group.ASCENDING = -1;
- Group.DESCENDING = 1;
- Group.prototype.destroy = /**
- * Override this function to handle any deleting or "shutdown" type operations you might need,
- * such as removing traditional Flash children like Basic objects.
- */
- function () {
- if(this.members != null) {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- basic.destroy();
- }
- }
- this.members.length = 0;
- }
- this._sortIndex = null;
- };
- Group.prototype.update = /**
- * Automatically goes through and calls update on everything you added.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists && basic.active) {
- basic.preUpdate();
- basic.update();
- basic.postUpdate();
- }
- }
- };
- Group.prototype.render = /**
- * Automatically goes through and calls render on everything you added.
- */
- function (camera, cameraOffsetX, cameraOffsetY) {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists && basic.visible) {
- basic.render(camera, cameraOffsetX, cameraOffsetY);
- }
- }
- };
- Object.defineProperty(Group.prototype, "maxSize", {
- get: /**
- * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
- */
- function () {
- return this._maxSize;
- },
- set: /**
- * @private
- */
- function (Size) {
- this._maxSize = Size;
- if(this._marker >= this._maxSize) {
- this._marker = 0;
- }
- if((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) {
- return;
- }
- //If the max size has shrunk, we need to get rid of some objects
- var basic;
- var i = this._maxSize;
- var l = this.members.length;
- while(i < l) {
- basic = this.members[i++];
- if(basic != null) {
- basic.destroy();
- }
- }
- this.length = this.members.length = this._maxSize;
- },
- enumerable: true,
- configurable: true
- });
- Group.prototype.add = /**
- * Adds a new Basic subclass (Basic, FlxBasic, Enemy, etc) to the group.
- * Group will try to replace a null member of the array first.
- * Failing that, Group will add it to the end of the member array,
- * assuming there is room for it, and doubling the size of the array if necessary.
- *
- * WARNING: If the group has a maxSize that has already been met, - * the object will NOT be added to the group!
- * - * @param Object The object you want to add to the group. - * - * @return The sameBasic object that was passed in.
- */
- function (Object) {
- //Don't bother adding an object twice.
- if(this.members.indexOf(Object) >= 0) {
- return Object;
- }
- //First, look for a null entry where we can add the object.
- var i = 0;
- var l = this.members.length;
- while(i < l) {
- if(this.members[i] == null) {
- this.members[i] = Object;
- if(i >= this.length) {
- this.length = i + 1;
- }
- return Object;
- }
- i++;
- }
- //Failing that, expand the array (if we can) and add the object.
- if(this._maxSize > 0) {
- if(this.members.length >= this._maxSize) {
- return Object;
- } else if(this.members.length * 2 <= this._maxSize) {
- this.members.length *= 2;
- } else {
- this.members.length = this._maxSize;
- }
- } else {
- this.members.length *= 2;
- }
- //If we made it this far, then we successfully grew the group,
- //and we can go ahead and add the object at the first open slot.
- this.members[i] = Object;
- this.length = i + 1;
- return Object;
- };
- Group.prototype.recycle = /**
- * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
- *
- * If you specified a maximum size for this group (like in Emitter), - * then recycle will employ what we're calling "rotating" recycling. - * Recycle() will first check to see if the group is at capacity yet. - * If group is not yet at capacity, recycle() returns a new object. - * If the group IS at capacity, then recycle() just returns the next object in line.
- * - *If you did NOT specify a maximum size for this group, - * then recycle() will employ what we're calling "grow-style" recycling. - * Recycle() will return either the first object with exists == false, - * or, finding none, add a new object to the array, - * doubling the size of the array if necessary.
- * - *WARNING: If this function needs to create a new object, - * and no object class was provided, it will return null - * instead of a valid object!
- * - * @param ObjectClass The class type you want to recycle (e.g. FlxBasic, EvilRobot, etc). Do NOT "new" the class in the parameter! - * - * @return A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;). - */ - function (ObjectClass) { - if (typeof ObjectClass === "undefined") { ObjectClass = null; } - var basic; - if(this._maxSize > 0) { - if(this.length < this._maxSize) { - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass()); - } else { - basic = this.members[this._marker++]; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - return basic; - } - } else { - basic = this.getFirstAvailable(ObjectClass); - if(basic != null) { - return basic; - } - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass()); - } - }; - Group.prototype.remove = /** - * Removes an object from the group. - * - * @param Object TheBasic you want to remove.
- * @param Splice Whether the object should be cut from the array entirely or not.
- *
- * @return The removed object.
- */
- function (Object, Splice) {
- if (typeof Splice === "undefined") { Splice = false; }
- var index = this.members.indexOf(Object);
- if((index < 0) || (index >= this.members.length)) {
- return null;
- }
- if(Splice) {
- this.members.splice(index, 1);
- this.length--;
- } else {
- this.members[index] = null;
- }
- return Object;
- };
- Group.prototype.replace = /**
- * Replaces an existing Basic with a new one.
- *
- * @param OldObject The object you want to replace.
- * @param NewObject The new object you want to use instead.
- *
- * @return The new object.
- */
- function (OldObject, NewObject) {
- var index = this.members.indexOf(OldObject);
- if((index < 0) || (index >= this.members.length)) {
- return null;
- }
- this.members[index] = NewObject;
- return NewObject;
- };
- Group.prototype.sort = /**
- * Call this function to sort the group according to a particular value and order.
- * For example, to sort game objects for Zelda-style overlaps you might call
- * myGroup.sort("y",Group.ASCENDING) at the bottom of your
- * FlxState.update() override. To sort all existing objects after
- * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING).
- *
- * @param Index The string name of the member variable you want to sort on. Default value is "y".
- * @param Order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING.
- */
- function (Index, Order) {
- if (typeof Index === "undefined") { Index = "y"; }
- if (typeof Order === "undefined") { Order = Group.ASCENDING; }
- this._sortIndex = Index;
- this._sortOrder = Order;
- this.members.sort(this.sortHandler);
- };
- Group.prototype.setAll = /**
- * Go through and set the specified variable to the specified value on all members of the group.
- *
- * @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor".
- * @param Value The value you want to assign to that variable.
- * @param Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable.
- */
- function (VariableName, Value, Recurse) {
- if (typeof Recurse === "undefined") { Recurse = true; }
- var basic;
- var i = 0;
- while(i < length) {
- basic = this.members[i++];
- if(basic != null) {
- if(Recurse && (basic.isGroup == true)) {
- basic['setAll'](VariableName, Value, Recurse);
- } else {
- basic[VariableName] = Value;
- }
- }
- }
- };
- Group.prototype.callAll = /**
- * Go through and call the specified function on all members of the group.
- * Currently only works on functions that have no required parameters.
- *
- * @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()".
- * @param Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function.
- */
- function (FunctionName, Recurse) {
- if (typeof Recurse === "undefined") { Recurse = true; }
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(Recurse && (basic.isGroup == true)) {
- basic['callAll'](FunctionName, Recurse);
- } else {
- basic[FunctionName]();
- }
- }
- }
- };
- Group.prototype.forEach = function (callback, Recurse) {
- if (typeof Recurse === "undefined") { Recurse = false; }
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(Recurse && (basic.isGroup == true)) {
- basic.forEach(callback, true);
- } else {
- callback.call(this, basic);
- }
- }
- }
- };
- Group.prototype.getFirstAvailable = /**
- * Call this function to retrieve the first object with exists == false in the group.
- * This is handy for recycling in general, e.g. respawning enemies.
- *
- * @param ObjectClass An optional parameter that lets you narrow the results to instances of this particular class.
- *
- * @return A Basic currently flagged as not existing.
- */
- function (ObjectClass) {
- if (typeof ObjectClass === "undefined") { ObjectClass = null; }
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.getFirstNull = /**
- * Call this function to retrieve the first index set to 'null'.
- * Returns -1 if no index stores a null object.
- *
- * @return An int indicating the first null slot in the group.
- */
- function () {
- var basic;
- var i = 0;
- var l = this.members.length;
- while(i < l) {
- if(this.members[i] == null) {
- return i;
- } else {
- i++;
- }
- }
- return -1;
- };
- Group.prototype.getFirstExtant = /**
- * Call this function to retrieve the first object with exists == true in the group.
- * This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
- *
- * @return A Basic currently flagged as existing.
- */
- function () {
- var basic;
- var i = 0;
- while(i < length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.getFirstAlive = /**
- * Call this function to retrieve the first object with dead == false in the group.
- * This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
- *
- * @return A Basic currently flagged as not dead.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists && basic.alive) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.getFirstDead = /**
- * Call this function to retrieve the first object with dead == true in the group.
- * This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
- *
- * @return A Basic currently flagged as dead.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && !basic.alive) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.countLiving = /**
- * Call this function to find out how many members of the group are not dead.
- *
- * @return The number of Basics flagged as not dead. Returns -1 if group is empty.
- */
- function () {
- var count = -1;
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(count < 0) {
- count = 0;
- }
- if(basic.exists && basic.alive) {
- count++;
- }
- }
- }
- return count;
- };
- Group.prototype.countDead = /**
- * Call this function to find out how many members of the group are dead.
- *
- * @return The number of Basics flagged as dead. Returns -1 if group is empty.
- */
- function () {
- var count = -1;
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(count < 0) {
- count = 0;
- }
- if(!basic.alive) {
- count++;
- }
- }
- }
- return count;
- };
- Group.prototype.getRandom = /**
- * Returns a member at random from the group.
- *
- * @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 A Basic from the members list.
- */
- function (StartIndex, Length) {
- if (typeof StartIndex === "undefined") { StartIndex = 0; }
- if (typeof Length === "undefined") { Length = 0; }
- if(Length == 0) {
- Length = this.length;
- }
- return this._game.math.getRandom(this.members, StartIndex, Length);
- };
- Group.prototype.clear = /**
- * Remove all instances of Basic subclass (FlxBasic, FlxBlock, etc) from the list.
- * WARNING: does not destroy() or kill() any of these objects!
- */
- function () {
- this.length = this.members.length = 0;
- };
- Group.prototype.kill = /**
- * Calls kill on the group's members and then on the group itself.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists) {
- basic.kill();
- }
- }
- };
- Group.prototype.sortHandler = /**
- * Helper function for the sort process.
- *
- * @param Obj1 The first object being sorted.
- * @param Obj2 The second object being sorted.
- *
- * @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
- */
- function (Obj1, Obj2) {
- if(Obj1[this._sortIndex] < Obj2[this._sortIndex]) {
- return this._sortOrder;
- } else if(Obj1[this._sortIndex] > Obj2[this._sortIndex]) {
- return -this._sortOrder;
- }
- return 0;
- };
- return Group;
-})(Basic);
-/// Sprite to have slightly more specialized behavior
-* common to many game scenarios. You can override and extend this class
-* just like you would Sprite. While Emitter
-* used to work with just any old sprite, it now requires a
-* Particle based class.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Particle = (function (_super) {
- __extends(Particle, _super);
- /**
- * Instantiate a new particle. Like Sprite, all meaningful creation
- * happens during loadGraphic() or makeGraphic() or whatever.
- */
- function Particle(game) {
- _super.call(this, game);
- this.lifespan = 0;
- this.friction = 500;
- }
- Particle.prototype.update = /**
- * The particle's main update logic. Basically it checks to see if it should
- * be dead yet, and then has some special bounce behavior if there is some gravity on it.
- */
- function () {
- //lifespan behavior
- if(this.lifespan <= 0) {
- return;
- }
- this.lifespan -= this._game.time.elapsed;
- if(this.lifespan <= 0) {
- this.kill();
- }
- //simpler bounce/spin behavior for now
- if(this.touching) {
- if(this.angularVelocity != 0) {
- this.angularVelocity = -this.angularVelocity;
- }
- }
- if(this.acceleration.y > 0)//special behavior for particles with gravity
- {
- if(this.touching & GameObject.FLOOR) {
- this.drag.x = this.friction;
- if(!(this.wasTouching & GameObject.FLOOR)) {
- if(this.velocity.y < -this.elasticity * 10) {
- if(this.angularVelocity != 0) {
- this.angularVelocity *= -this.elasticity;
- }
- } else {
- this.velocity.y = 0;
- this.angularVelocity = 0;
- }
- }
- } else {
- this.drag.x = 0;
- }
- }
- };
- Particle.prototype.onEmit = /**
- * Triggered whenever this object is launched by a Emitter.
- * You can override this to add custom behavior like a sound or AI or something.
- */
- function () {
- };
- return Particle;
-})(Sprite);
-/// Emitter is a lightweight particle emitter.
-* It can be used for one-time explosions or for
-* continuous fx like rain and fire. Emitter
-* is not optimized or anything; all it does is launch
-* Particle objects out at set intervals
-* by setting their positions and velocities accordingly.
-* It is easy to use and relatively efficient,
-* relying on Group's RECYCLE POWERS.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Emitter = (function (_super) {
- __extends(Emitter, _super);
- /**
- * Creates a new FlxEmitter object at a specific position.
- * Does NOT automatically generate or attach particles!
- *
- * @param X The X position of the emitter.
- * @param Y The Y position of the emitter.
- * @param Size Optional, specifies a maximum capacity for this emitter.
- */
- function Emitter(game, X, Y, Size) {
- if (typeof X === "undefined") { X = 0; }
- if (typeof Y === "undefined") { Y = 0; }
- if (typeof Size === "undefined") { Size = 0; }
- _super.call(this, game, Size);
- this.x = X;
- this.y = Y;
- this.width = 0;
- this.height = 0;
- this.minParticleSpeed = new Point(-100, -100);
- this.maxParticleSpeed = new Point(100, 100);
- this.minRotation = -360;
- this.maxRotation = 360;
- this.gravity = 0;
- this.particleClass = null;
- this.particleDrag = new Point();
- this.frequency = 0.1;
- this.lifespan = 3;
- this.bounce = 0;
- this._quantity = 0;
- this._counter = 0;
- this._explode = true;
- this.on = false;
- this._point = new Point();
- }
- Emitter.prototype.destroy = /**
- * Clean up memory.
- */
- function () {
- this.minParticleSpeed = null;
- this.maxParticleSpeed = null;
- this.particleDrag = null;
- this.particleClass = null;
- this._point = null;
- _super.prototype.destroy.call(this);
- };
- Emitter.prototype.makeParticles = /**
- * This function generates a new array of particle sprites to attach to the emitter.
- *
- * @param Graphics If you opted to not pre-configure an array of FlxSprite objects, you can simply pass in a particle image or sprite sheet.
- * @param Quantity The number of particles to generate when using the "create from image" option.
- * @param BakedRotations How many frames of baked rotation to use (boosts performance). Set to zero to not use baked rotations.
- * @param Multiple Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
- * @param Collide Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
- *
- * @return This FlxEmitter instance (nice for chaining stuff together, if you're into that).
- */
- function (Graphics, Quantity, BakedRotations, Multiple, Collide) {
- if (typeof Quantity === "undefined") { Quantity = 50; }
- if (typeof BakedRotations === "undefined") { BakedRotations = 16; }
- if (typeof Multiple === "undefined") { Multiple = false; }
- if (typeof Collide === "undefined") { Collide = 0.8; }
- this.maxSize = Quantity;
- var totalFrames = 1;
- /*
- if(Multiple)
- {
- var sprite:Sprite = new Sprite(this._game);
- sprite.loadGraphic(Graphics,true);
- totalFrames = sprite.frames;
- sprite.destroy();
- }
- */
- var randomFrame;
- var particle;
- var i = 0;
- while(i < Quantity) {
- if(this.particleClass == null) {
- particle = new Particle(this._game);
- } else {
- particle = new this.particleClass(this._game);
- }
- if(Multiple) {
- /*
- randomFrame = this._game.math.random()*totalFrames;
- if(BakedRotations > 0)
- particle.loadRotatedGraphic(Graphics,BakedRotations,randomFrame);
- else
- {
- particle.loadGraphic(Graphics,true);
- particle.frame = randomFrame;
- }
- */
- } else {
- /*
- if (BakedRotations > 0)
- particle.loadRotatedGraphic(Graphics,BakedRotations);
- else
- particle.loadGraphic(Graphics);
- */
- if(Graphics) {
- particle.loadGraphic(Graphics);
- }
- }
- if(Collide > 0) {
- particle.width *= Collide;
- particle.height *= Collide;
- //particle.centerOffsets();
- } else {
- particle.allowCollisions = GameObject.NONE;
- }
- particle.exists = false;
- this.add(particle);
- i++;
- }
- return this;
- };
- Emitter.prototype.update = /**
- * Called automatically by the game loop, decides when to launch particles and when to "die".
- */
- function () {
- if(this.on) {
- if(this._explode) {
- this.on = false;
- var i = 0;
- var l = this._quantity;
- if((l <= 0) || (l > this.length)) {
- l = this.length;
- }
- while(i < l) {
- this.emitParticle();
- i++;
- }
- this._quantity = 0;
- } else {
- this._timer += this._game.time.elapsed;
- while((this.frequency > 0) && (this._timer > this.frequency) && this.on) {
- this._timer -= this.frequency;
- this.emitParticle();
- if((this._quantity > 0) && (++this._counter >= this._quantity)) {
- this.on = false;
- this._quantity = 0;
- }
- }
- }
- }
- _super.prototype.update.call(this);
- };
- Emitter.prototype.kill = /**
- * Call this function to turn off all the particles and the emitter.
- */
- function () {
- this.on = false;
- _super.prototype.kill.call(this);
- };
- Emitter.prototype.start = /**
- * Call this function to start emitting particles.
- *
- * @param Explode Whether the particles should all burst out at once.
- * @param Lifespan How long each particle lives once emitted. 0 = forever.
- * @param Frequency Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
- * @param Quantity How many particles to launch. 0 = "all of the particles".
- */
- function (Explode, Lifespan, Frequency, Quantity) {
- if (typeof Explode === "undefined") { Explode = true; }
- if (typeof Lifespan === "undefined") { Lifespan = 0; }
- if (typeof Frequency === "undefined") { Frequency = 0.1; }
- if (typeof Quantity === "undefined") { Quantity = 0; }
- this.revive();
- this.visible = true;
- this.on = true;
- this._explode = Explode;
- this.lifespan = Lifespan;
- this.frequency = Frequency;
- this._quantity += Quantity;
- this._counter = 0;
- this._timer = 0;
- };
- Emitter.prototype.emitParticle = /**
- * This function can be used both internally and externally to emit the next particle.
- */
- function () {
- var particle = this.recycle(Particle);
- particle.lifespan = this.lifespan;
- particle.elasticity = this.bounce;
- particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height);
- particle.visible = true;
- if(this.minParticleSpeed.x != this.maxParticleSpeed.x) {
- particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x);
- } else {
- particle.velocity.x = this.minParticleSpeed.x;
- }
- if(this.minParticleSpeed.y != this.maxParticleSpeed.y) {
- particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y);
- } else {
- particle.velocity.y = this.minParticleSpeed.y;
- }
- particle.acceleration.y = this.gravity;
- if(this.minRotation != this.maxRotation) {
- particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation);
- } else {
- particle.angularVelocity = this.minRotation;
- }
- if(particle.angularVelocity != 0) {
- particle.angle = this._game.math.random() * 360 - 180;
- }
- particle.drag.x = this.particleDrag.x;
- particle.drag.y = this.particleDrag.y;
- particle.onEmit();
- };
- Emitter.prototype.setSize = /**
- * A more compact way of setting the width and height of the emitter.
- *
- * @param Width The desired width of the emitter (particles are spawned randomly within these dimensions).
- * @param Height The desired height of the emitter.
- */
- function (Width, Height) {
- this.width = Width;
- this.height = Height;
- };
- Emitter.prototype.setXSpeed = /**
- * A more compact way of setting the X velocity range of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
- */
- function (Min, Max) {
- if (typeof Min === "undefined") { Min = 0; }
- if (typeof Max === "undefined") { Max = 0; }
- this.minParticleSpeed.x = Min;
- this.maxParticleSpeed.x = Max;
- };
- Emitter.prototype.setYSpeed = /**
- * A more compact way of setting the Y velocity range of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
- */
- function (Min, Max) {
- if (typeof Min === "undefined") { Min = 0; }
- if (typeof Max === "undefined") { Max = 0; }
- this.minParticleSpeed.y = Min;
- this.maxParticleSpeed.y = Max;
- };
- Emitter.prototype.setRotation = /**
- * A more compact way of setting the angular velocity constraints of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
- */
- function (Min, Max) {
- if (typeof Min === "undefined") { Min = 0; }
- if (typeof Max === "undefined") { Max = 0; }
- this.minRotation = Min;
- this.maxRotation = Max;
- };
- Emitter.prototype.at = /**
- * Change the emitter's midpoint to match the midpoint of a FlxObject.
- *
- * @param Object The FlxObject that you want to sync up with.
- */
- function (Object) {
- Object.getMidpoint(this._point);
- this.x = this._point.x - (this.width >> 1);
- this.y = this._point.y - (this.height >> 1);
- };
- return Emitter;
-})(Group);
-/// QuadTree for how to use it, IF YOU DARE.
-*/
-var LinkedList = (function () {
- /**
- * Creates a new link, and sets object and next to null.
- */
- function LinkedList() {
- this.object = null;
- this.next = null;
- }
- LinkedList.prototype.destroy = /**
- * Clean up memory.
- */
- function () {
- this.object = null;
- if(this.next != null) {
- this.next.destroy();
- }
- this.next = null;
- };
- return LinkedList;
-})();
-/// myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true.
- * @param ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate().
- */
- function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) {
- if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; }
- if (typeof NotifyCallback === "undefined") { NotifyCallback = null; }
- if (typeof ProcessCallback === "undefined") { ProcessCallback = null; }
- //console.log('quadtree load', QuadTree.divisions, ObjectOrGroup1, ObjectOrGroup2);
- this.add(ObjectOrGroup1, QuadTree.A_LIST);
- if(ObjectOrGroup2 != null) {
- this.add(ObjectOrGroup2, QuadTree.B_LIST);
- QuadTree._useBothLists = true;
- } else {
- QuadTree._useBothLists = false;
- }
- QuadTree._notifyCallback = NotifyCallback;
- QuadTree._processingCallback = ProcessCallback;
- //console.log('use both', QuadTree._useBothLists);
- //console.log('------------ end of load');
- };
- QuadTree.prototype.add = /**
- * Call this function to add an object to the root of the tree.
- * This function will recursively add all group members, but
- * not the groups themselves.
- *
- * @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly.
- * @param List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST.
- */
- function (ObjectOrGroup, List) {
- QuadTree._list = List;
- if(ObjectOrGroup.isGroup == true) {
- var i = 0;
- var basic;
- var members = ObjectOrGroup['members'];
- var l = ObjectOrGroup['length'];
- while(i < l) {
- basic = members[i++];
- if((basic != null) && basic.exists) {
- if(basic.isGroup) {
- this.add(basic, List);
- } else {
- QuadTree._object = basic;
- if(QuadTree._object.exists && QuadTree._object.allowCollisions) {
- QuadTree._objectLeftEdge = QuadTree._object.x;
- QuadTree._objectTopEdge = QuadTree._object.y;
- QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width;
- QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height;
- this.addObject();
- }
- }
- }
- }
- } else {
- QuadTree._object = ObjectOrGroup;
- //console.log('add - not group:', ObjectOrGroup.name);
- if(QuadTree._object.exists && QuadTree._object.allowCollisions) {
- QuadTree._objectLeftEdge = QuadTree._object.x;
- QuadTree._objectTopEdge = QuadTree._object.y;
- QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width;
- QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height;
- //console.log('object properties', QuadTree._objectLeftEdge, QuadTree._objectTopEdge, QuadTree._objectRightEdge, QuadTree._objectBottomEdge);
- this.addObject();
- }
- }
- };
- QuadTree.prototype.addObject = /**
- * Internal function for recursively navigating and creating the tree
- * while adding objects to the appropriate nodes.
- */
- function () {
- //console.log('addObject');
- //If this quad (not its children) lies entirely inside this object, add it here
- if(!this._canSubdivide || ((this._leftEdge >= QuadTree._objectLeftEdge) && (this._rightEdge <= QuadTree._objectRightEdge) && (this._topEdge >= QuadTree._objectTopEdge) && (this._bottomEdge <= QuadTree._objectBottomEdge))) {
- //console.log('add To List');
- this.addToList();
- return;
- }
- //See if the selected object fits completely inside any of the quadrants
- if((QuadTree._objectLeftEdge > this._leftEdge) && (QuadTree._objectRightEdge < this._midpointX)) {
- if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) {
- //console.log('Adding NW tree');
- if(this._northWestTree == null) {
- this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- this._northWestTree.addObject();
- return;
- }
- if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) {
- //console.log('Adding SW tree');
- if(this._southWestTree == null) {
- this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- this._southWestTree.addObject();
- return;
- }
- }
- if((QuadTree._objectLeftEdge > this._midpointX) && (QuadTree._objectRightEdge < this._rightEdge)) {
- if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) {
- //console.log('Adding NE tree');
- if(this._northEastTree == null) {
- this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- this._northEastTree.addObject();
- return;
- }
- if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) {
- //console.log('Adding SE tree');
- if(this._southEastTree == null) {
- this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- this._southEastTree.addObject();
- return;
- }
- }
- //If it wasn't completely contained we have to check out the partial overlaps
- if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) {
- if(this._northWestTree == null) {
- this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to north west partial tree');
- this._northWestTree.addObject();
- }
- if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) {
- if(this._northEastTree == null) {
- this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to north east partial tree');
- this._northEastTree.addObject();
- }
- if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) {
- if(this._southEastTree == null) {
- this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to south east partial tree');
- this._southEastTree.addObject();
- }
- if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) {
- if(this._southWestTree == null) {
- this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to south west partial tree');
- this._southWestTree.addObject();
- }
- };
- QuadTree.prototype.addToList = /**
- * Internal function for recursively adding objects to leaf lists.
- */
- function () {
- //console.log('Adding to List');
- var ot;
- if(QuadTree._list == QuadTree.A_LIST) {
- //console.log('A LIST');
- if(this._tailA.object != null) {
- ot = this._tailA;
- this._tailA = new LinkedList();
- ot.next = this._tailA;
- }
- this._tailA.object = QuadTree._object;
- } else {
- //console.log('B LIST');
- if(this._tailB.object != null) {
- ot = this._tailB;
- this._tailB = new LinkedList();
- ot.next = this._tailB;
- }
- this._tailB.object = QuadTree._object;
- }
- if(!this._canSubdivide) {
- return;
- }
- if(this._northWestTree != null) {
- this._northWestTree.addToList();
- }
- if(this._northEastTree != null) {
- this._northEastTree.addToList();
- }
- if(this._southEastTree != null) {
- this._southEastTree.addToList();
- }
- if(this._southWestTree != null) {
- this._southWestTree.addToList();
- }
- };
- QuadTree.prototype.execute = /**
- * QuadTree's other main function. Call this after adding objects
- * using QuadTree.load() to compare the objects that you loaded.
- *
- * @return Whether or not any overlaps were found.
- */
- function () {
- //console.log('quadtree execute');
- var overlapProcessed = false;
- var iterator;
- if(this._headA.object != null) {
- //console.log('---------------------------------------------------');
- //console.log('headA iterator');
- iterator = this._headA;
- while(iterator != null) {
- QuadTree._object = iterator.object;
- if(QuadTree._useBothLists) {
- QuadTree._iterator = this._headB;
- } else {
- QuadTree._iterator = iterator.next;
- }
- if(QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) {
- //console.log('headA iterator overlapped true');
- overlapProcessed = true;
- }
- iterator = iterator.next;
- }
- }
- //Advance through the tree by calling overlap on each child
- if((this._northWestTree != null) && this._northWestTree.execute()) {
- //console.log('NW quadtree execute');
- overlapProcessed = true;
- }
- if((this._northEastTree != null) && this._northEastTree.execute()) {
- //console.log('NE quadtree execute');
- overlapProcessed = true;
- }
- if((this._southEastTree != null) && this._southEastTree.execute()) {
- //console.log('SE quadtree execute');
- overlapProcessed = true;
- }
- if((this._southWestTree != null) && this._southWestTree.execute()) {
- //console.log('SW quadtree execute');
- overlapProcessed = true;
- }
- return overlapProcessed;
- };
- QuadTree.prototype.overlapNode = /**
- * An private for comparing an object against the contents of a node.
- *
- * @return Whether or not any overlaps were found.
- */
- function () {
- //console.log('overlapNode');
- //Walk the list and check for overlaps
- var overlapProcessed = false;
- var checkObject;
- while(QuadTree._iterator != null) {
- if(!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0)) {
- //console.log('break 1');
- break;
- }
- checkObject = QuadTree._iterator.object;
- if((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) {
- //console.log('break 2');
- QuadTree._iterator = QuadTree._iterator.next;
- continue;
- }
- //calculate bulk hull for QuadTree._object
- QuadTree._objectHullX = (QuadTree._object.x < QuadTree._object.last.x) ? QuadTree._object.x : QuadTree._object.last.x;
- QuadTree._objectHullY = (QuadTree._object.y < QuadTree._object.last.y) ? QuadTree._object.y : QuadTree._object.last.y;
- QuadTree._objectHullWidth = QuadTree._object.x - QuadTree._object.last.x;
- QuadTree._objectHullWidth = QuadTree._object.width + ((QuadTree._objectHullWidth > 0) ? QuadTree._objectHullWidth : -QuadTree._objectHullWidth);
- QuadTree._objectHullHeight = QuadTree._object.y - QuadTree._object.last.y;
- QuadTree._objectHullHeight = QuadTree._object.height + ((QuadTree._objectHullHeight > 0) ? QuadTree._objectHullHeight : -QuadTree._objectHullHeight);
- //calculate bulk hull for checkObject
- QuadTree._checkObjectHullX = (checkObject.x < checkObject.last.x) ? checkObject.x : checkObject.last.x;
- QuadTree._checkObjectHullY = (checkObject.y < checkObject.last.y) ? checkObject.y : checkObject.last.y;
- QuadTree._checkObjectHullWidth = checkObject.x - checkObject.last.x;
- QuadTree._checkObjectHullWidth = checkObject.width + ((QuadTree._checkObjectHullWidth > 0) ? QuadTree._checkObjectHullWidth : -QuadTree._checkObjectHullWidth);
- QuadTree._checkObjectHullHeight = checkObject.y - checkObject.last.y;
- QuadTree._checkObjectHullHeight = checkObject.height + ((QuadTree._checkObjectHullHeight > 0) ? QuadTree._checkObjectHullHeight : -QuadTree._checkObjectHullHeight);
- //check for intersection of the two hulls
- if((QuadTree._objectHullX + QuadTree._objectHullWidth > QuadTree._checkObjectHullX) && (QuadTree._objectHullX < QuadTree._checkObjectHullX + QuadTree._checkObjectHullWidth) && (QuadTree._objectHullY + QuadTree._objectHullHeight > QuadTree._checkObjectHullY) && (QuadTree._objectHullY < QuadTree._checkObjectHullY + QuadTree._checkObjectHullHeight)) {
- //console.log('intersection!');
- //Execute callback functions if they exist
- if((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject)) {
- overlapProcessed = true;
- }
- if(overlapProcessed && (QuadTree._notifyCallback != null)) {
- QuadTree._notifyCallback(QuadTree._object, checkObject);
- }
- }
- QuadTree._iterator = QuadTree._iterator.next;
- }
- return overlapProcessed;
- };
- return QuadTree;
-})(Rectangle);
-/// GameObject overlaps another.
- * Can be called with one object and one group, or two groups, or two objects,
- * whatever floats your boat! For maximum performance try bundling a lot of objects
- * together using a FlxGroup (or even bundling groups together!).
- *
- * NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.
- * - * @param ObjectOrGroup1 The first object or group you want to check. - * @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group. - * @param NotifyCallback A function with twoGameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap.
- * @param ProcessCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects!
- *
- * @return Whether any overlaps were detected.
- */
- function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) {
- if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; }
- if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; }
- if (typeof NotifyCallback === "undefined") { NotifyCallback = null; }
- if (typeof ProcessCallback === "undefined") { ProcessCallback = null; }
- if(ObjectOrGroup1 == null) {
- ObjectOrGroup1 = this.group;
- }
- if(ObjectOrGroup2 == ObjectOrGroup1) {
- ObjectOrGroup2 = null;
- }
- QuadTree.divisions = this.worldDivisions;
- var quadTree = new QuadTree(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
- quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback);
- var result = quadTree.execute();
- quadTree.destroy();
- quadTree = null;
- return result;
- };
- World.separate = /**
- * The main collision resolution in flixel.
- *
- * @param Object1 Any Sprite.
- * @param Object2 Any other Sprite.
- *
- * @return Whether the objects in fact touched and were separated.
- */
- function separate(Object1, Object2) {
- var separatedX = World.separateX(Object1, Object2);
- var separatedY = World.separateY(Object1, Object2);
- return separatedX || separatedY;
- };
- World.separateX = /**
- * The X-axis component of the object separation process.
- *
- * @param Object1 Any Sprite.
- * @param Object2 Any other Sprite.
- *
- * @return Whether the objects in fact touched and were separated along the X axis.
- */
- function separateX(Object1, Object2) {
- //can't separate two immovable objects
- var obj1immovable = Object1.immovable;
- var obj2immovable = Object2.immovable;
- if(obj1immovable && obj2immovable) {
- return false;
- }
- //If one of the objects is a tilemap, just pass it off.
- /*
- if (typeof Object1 === 'FlxTilemap')
- {
- return Object1.overlapsWithCallback(Object2, separateX);
- }
-
- if (typeof Object2 === 'FlxTilemap')
- {
- return Object2.overlapsWithCallback(Object1, separateX, true);
- }
- */
- //First, get the two object deltas
- var overlap = 0;
- var obj1delta = Object1.x - Object1.last.x;
- var obj2delta = Object2.x - Object2.last.x;
- if(obj1delta != obj2delta) {
- //Check if the X hulls actually overlap
- var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta;
- var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta;
- var obj1rect = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height);
- var obj2rect = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height);
- if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) {
- var maxOverlap = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS;
- //If they did overlap (and can), figure out by how much and flip the corresponding flags
- if(obj1delta > obj2delta) {
- overlap = Object1.x + Object1.width - Object2.x;
- if((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.RIGHT) || !(Object2.allowCollisions & GameObject.LEFT)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.RIGHT;
- Object2.touching |= GameObject.LEFT;
- }
- } else if(obj1delta < obj2delta) {
- overlap = Object1.x - Object2.width - Object2.x;
- if((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.LEFT) || !(Object2.allowCollisions & GameObject.RIGHT)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.LEFT;
- Object2.touching |= GameObject.RIGHT;
- }
- }
- }
- }
- //Then adjust their positions and velocities accordingly (if there was any overlap)
- if(overlap != 0) {
- var obj1v = Object1.velocity.x;
- var obj2v = Object2.velocity.x;
- if(!obj1immovable && !obj2immovable) {
- overlap *= 0.5;
- Object1.x = Object1.x - overlap;
- Object2.x += overlap;
- var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
- var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
- var average = (obj1velocity + obj2velocity) * 0.5;
- obj1velocity -= average;
- obj2velocity -= average;
- Object1.velocity.x = average + obj1velocity * Object1.elasticity;
- Object2.velocity.x = average + obj2velocity * Object2.elasticity;
- } else if(!obj1immovable) {
- Object1.x = Object1.x - overlap;
- Object1.velocity.x = obj2v - obj1v * Object1.elasticity;
- } else if(!obj2immovable) {
- Object2.x += overlap;
- Object2.velocity.x = obj1v - obj2v * Object2.elasticity;
- }
- return true;
- } else {
- return false;
- }
- };
- World.separateY = /**
- * The Y-axis component of the object separation process.
- *
- * @param Object1 Any Sprite.
- * @param Object2 Any other Sprite.
- *
- * @return Whether the objects in fact touched and were separated along the Y axis.
- */
- function separateY(Object1, Object2) {
- //can't separate two immovable objects
- var obj1immovable = Object1.immovable;
- var obj2immovable = Object2.immovable;
- if(obj1immovable && obj2immovable) {
- return false;
- }
- //If one of the objects is a tilemap, just pass it off.
- /*
- if (typeof Object1 === 'FlxTilemap')
- {
- return Object1.overlapsWithCallback(Object2, separateY);
- }
-
- if (typeof Object2 === 'FlxTilemap')
- {
- return Object2.overlapsWithCallback(Object1, separateY, true);
- }
- */
- //First, get the two object deltas
- var overlap = 0;
- var obj1delta = Object1.y - Object1.last.y;
- var obj2delta = Object2.y - Object2.last.y;
- if(obj1delta != obj2delta) {
- //Check if the Y hulls actually overlap
- var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta;
- var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta;
- var obj1rect = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs);
- var obj2rect = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs);
- if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) {
- var maxOverlap = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS;
- //If they did overlap (and can), figure out by how much and flip the corresponding flags
- if(obj1delta > obj2delta) {
- overlap = Object1.y + Object1.height - Object2.y;
- if((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.DOWN) || !(Object2.allowCollisions & GameObject.UP)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.DOWN;
- Object2.touching |= GameObject.UP;
- }
- } else if(obj1delta < obj2delta) {
- overlap = Object1.y - Object2.height - Object2.y;
- if((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.UP) || !(Object2.allowCollisions & GameObject.DOWN)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.UP;
- Object2.touching |= GameObject.DOWN;
- }
- }
- }
- }
- //Then adjust their positions and velocities accordingly (if there was any overlap)
- if(overlap != 0) {
- var obj1v = Object1.velocity.y;
- var obj2v = Object2.velocity.y;
- if(!obj1immovable && !obj2immovable) {
- overlap *= 0.5;
- Object1.y = Object1.y - overlap;
- Object2.y += overlap;
- var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
- var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
- var average = (obj1velocity + obj2velocity) * 0.5;
- obj1velocity -= average;
- obj2velocity -= average;
- Object1.velocity.y = average + obj1velocity * Object1.elasticity;
- Object2.velocity.y = average + obj2velocity * Object2.elasticity;
- } else if(!obj1immovable) {
- Object1.y = Object1.y - overlap;
- Object1.velocity.y = obj2v - obj1v * Object1.elasticity;
- //This is special case code that handles cases like horizontal moving platforms you can ride
- if(Object2.active && Object2.moves && (obj1delta > obj2delta)) {
- Object1.x += Object2.x - Object2.last.x;
- }
- } else if(!obj2immovable) {
- Object2.y += overlap;
- Object2.velocity.y = obj1v - obj2v * Object2.elasticity;
- //This is special case code that handles cases like horizontal moving platforms you can ride
- if(Object1.active && Object1.moves && (obj1delta < obj2delta)) {
- Object2.x += Object1.x - Object1.last.x;
- }
- }
- return true;
- } else {
- return false;
- }
- };
- return World;
-})();
-/// If binding was added using `Signal.addOnce()` it will be automatically removed from signal dispatch queue, this method is used internally for the signal dispatch.
- * @param {Array} [paramsArr] Array of parameters that should be passed to the listener - * @return {*} Value returned by the listener. - */ - function (paramsArr) { - var handlerReturn; - var params; - if(this.active && !!this._listener) { - params = this.params ? this.params.concat(paramsArr) : paramsArr; - handlerReturn = this._listener.apply(this.context, params); - if(this._isOnce) { - this.detach(); - } - } - return handlerReturn; - }; - SignalBinding.prototype.detach = /** - * Detach binding from signal. - * - alias to: mySignal.remove(myBinding.getListener()); - * @return {Function|null} Handler function bound to the signal or `null` if binding was previously detached. - */ - function () { - return this.isBound() ? this._signal.remove(this._listener, this.context) : null; - }; - SignalBinding.prototype.isBound = /** - * @return {Boolean} `true` if binding is still bound to the signal and have a listener. - */ - function () { - return (!!this._signal && !!this._listener); - }; - SignalBinding.prototype.isOnce = /** - * @return {boolean} If SignalBinding will only be executed once. - */ - function () { - return this._isOnce; - }; - SignalBinding.prototype.getListener = /** - * @return {Function} Handler function bound to the signal. - */ - function () { - return this._listener; - }; - SignalBinding.prototype.getSignal = /** - * @return {Signal} Signal that listener is currently bound to. - */ - function () { - return this._signal; - }; - SignalBinding.prototype._destroy = /** - * Delete instance properties - * @private - */ - function () { - delete this._signal; - delete this._listener; - delete this.context; - }; - SignalBinding.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[SignalBinding isOnce:' + this._isOnce + ', isBound:' + this.isBound() + ', active:' + this.active + ']'; - }; - return SignalBinding; -})(); -///IMPORTANT: Setting this property during a dispatch will only affect the next dispatch, if you want to stop the propagation of a signal use `halt()` instead.
- * @type boolean - */ - this.active = true; - } - Signal.VERSION = '1.0.0'; - Signal.prototype.validateListener = /** - * - * @method validateListener - * @param {Any} listener - * @param {Any} fnName - */ - function (listener, fnName) { - if(typeof listener !== 'function') { - throw new Error('listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName)); - } - }; - Signal.prototype._registerListener = /** - * @param {Function} listener - * @param {boolean} isOnce - * @param {Object} [listenerContext] - * @param {Number} [priority] - * @return {SignalBinding} - * @private - */ - function (listener, isOnce, listenerContext, priority) { - var prevIndex = this._indexOfListener(listener, listenerContext); - var binding; - if(prevIndex !== -1) { - binding = this._bindings[prevIndex]; - if(binding.isOnce() !== isOnce) { - throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.'); - } - } else { - binding = new SignalBinding(this, listener, isOnce, listenerContext, priority); - this._addBinding(binding); - } - if(this.memorize && this._prevParams) { - binding.execute(this._prevParams); - } - return binding; - }; - Signal.prototype._addBinding = /** - * - * @method _addBinding - * @param {SignalBinding} binding - * @private - */ - function (binding) { - //simplified insertion sort - var n = this._bindings.length; - do { - --n; - }while(this._bindings[n] && binding.priority <= this._bindings[n].priority); - this._bindings.splice(n + 1, 0, binding); - }; - Signal.prototype._indexOfListener = /** - * - * @method _indexOfListener - * @param {Function} listener - * @return {number} - * @private - */ - function (listener, context) { - var n = this._bindings.length; - var cur; - while(n--) { - cur = this._bindings[n]; - if(cur.getListener() === listener && cur.context === context) { - return n; - } - } - return -1; - }; - Signal.prototype.has = /** - * Check if listener was attached to Signal. - * @param {Function} listener - * @param {Object} [context] - * @return {boolean} if Signal has the specified listener. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - return this._indexOfListener(listener, context) !== -1; - }; - Signal.prototype.add = /** - * Add a listener to the signal. - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'add'); - return this._registerListener(listener, false, listenerContext, priority); - }; - Signal.prototype.addOnce = /** - * Add listener to the signal that should be removed after first execution (will be executed only once). - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'addOnce'); - return this._registerListener(listener, true, listenerContext, priority); - }; - Signal.prototype.remove = /** - * Remove a single listener from the dispatch queue. - * @param {Function} listener Handler function that should be removed. - * @param {Object} [context] Execution context (since you can add the same handler multiple times if executing in a different context). - * @return {Function} Listener handler function. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - this.validateListener(listener, 'remove'); - var i = this._indexOfListener(listener, context); - if(i !== -1) { - this._bindings[i]._destroy()//no reason to a SignalBinding exist if it isn't attached to a signal - ; - this._bindings.splice(i, 1); - } - return listener; - }; - Signal.prototype.removeAll = /** - * Remove all listeners from the Signal. - */ - function () { - var n = this._bindings.length; - while(n--) { - this._bindings[n]._destroy(); - } - this._bindings.length = 0; - }; - Signal.prototype.getNumListeners = /** - * @return {number} Number of listeners attached to the Signal. - */ - function () { - return this._bindings.length; - }; - Signal.prototype.halt = /** - * Stop propagation of the event, blocking the dispatch to next listeners on the queue. - *IMPORTANT: should be called only during signal dispatch, calling it before/after dispatch won't affect signal broadcast.
- * @see Signal.prototype.disable - */ - function () { - this._shouldPropagate = false; - }; - Signal.prototype.dispatch = /** - * Dispatch/Broadcast Signal to all listeners added to the queue. - * @param {...*} [params] Parameters that should be passed to each handler. - */ - function () { - var paramsArr = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - paramsArr[_i] = arguments[_i + 0]; - } - if(!this.active) { - return; - } - var n = this._bindings.length; - var bindings; - if(this.memorize) { - this._prevParams = paramsArr; - } - if(!n) { - //should come after memorize - return; - } - bindings = this._bindings.slice(0)//clone array in case add/remove items during dispatch - ; - this._shouldPropagate = true//in case `halt` was called before dispatch or during the previous dispatch. - ; - //execute all callbacks until end of the list or until a callback returns `false` or stops propagation - //reverse loop since listeners with higher priority will be added at the end of the list - do { - n--; - }while(bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false); - }; - Signal.prototype.forget = /** - * Forget memorized arguments. - * @see Signal.memorize - */ - function () { - this._prevParams = null; - }; - Signal.prototype.dispose = /** - * Remove all bindings from signal and destroy any reference to external objects (destroy Signal object). - *IMPORTANT: calling any method on the signal instance after calling dispose will throw errors.
- */ - function () { - this.removeAll(); - delete this._bindings; - delete this._prevParams; - }; - Signal.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[Signal active:' + this.active + ' numListeners:' + this.getNumListeners() + ']'; - }; - return Signal; -})(); -///Tilemap that helps expand collision opportunities and control.
-* You can use Tilemap.setTileProperties() to alter the collision properties and
-* callback functions and filters for this object to do things like one-way tiles or whatever.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Tile = (function (_super) {
- __extends(Tile, _super);
- /**
- * Instantiate this new tile object. This is usually called from FlxTilemap.loadMap().
- *
- * @param Tilemap A reference to the tilemap object creating the tile.
- * @param Index The actual core map data index for this tile type.
- * @param Width The width of the tile.
- * @param Height The height of the tile.
- * @param Visible Whether the tile is visible or not.
- * @param AllowCollisions The collision flags for the object. By default this value is ANY or NONE depending on the parameters sent to loadMap().
- */
- function Tile(game, Tilemap, Index, Width, Height, Visible, AllowCollisions) {
- _super.call(this, game, 0, 0, Width, Height);
- this.immovable = true;
- this.moves = false;
- this.callback = null;
- this.filter = null;
- this.tilemap = Tilemap;
- this.index = Index;
- this.visible = Visible;
- this.allowCollisions = AllowCollisions;
- this.mapIndex = 0;
- }
- Tile.prototype.destroy = /**
- * Clean up memory.
- */
- function () {
- _super.prototype.destroy.call(this);
- this.callback = null;
- this.tilemap = null;
- };
- return Tile;
-})(GameObject);
diff --git a/build/phaser-06.min.js b/build/phaser-06.min.js
deleted file mode 100644
index 2324806f..00000000
--- a/build/phaser-06.min.js
+++ /dev/null
@@ -1 +0,0 @@
-var GameMath=(function(){function GameMath(game){this.globalSeed=Math.random();this._game=game}GameMath.PI=3.141592653589793;GameMath.PI_2=1.5707963267948966;GameMath.PI_4=0.7853981633974483;GameMath.PI_8=0.39269908169872414;GameMath.PI_16=0.19634954084936207;GameMath.TWO_PI=6.283185307179586;GameMath.THREE_PI_2=4.71238898038469;GameMath.E=2.71828182845905;GameMath.LN10=2.302585092994046;GameMath.LN2=0.6931471805599453;GameMath.LOG10E=0.4342944819032518;GameMath.LOG2E=1.4426950408889634;GameMath.SQRT1_2=0.7071067811865476;GameMath.SQRT2=1.4142135623730951;GameMath.DEG_TO_RAD=0.017453292519943295;GameMath.RAD_TO_DEG=57.29577951308232;GameMath.B_16=65536;GameMath.B_31=2147483648;GameMath.B_32=4294967296;GameMath.B_48=281474976710656;GameMath.B_53=9007199254740992;GameMath.B_64=18446744073709552000;GameMath.ONE_THIRD=0.3333333333333333;GameMath.TWO_THIRDS=0.6666666666666666;GameMath.ONE_SIXTH=0.16666666666666666;GameMath.COS_PI_3=0.8660254037844386;GameMath.SIN_2PI_3=0.03654595;GameMath.CIRCLE_ALPHA=0.5522847498307935;GameMath.ON=true;GameMath.OFF=false;GameMath.SHORT_EPSILON=0.1;GameMath.PERC_EPSILON=0.001;GameMath.EPSILON=0.0001;GameMath.LONG_EPSILON=1e-8;GameMath.prototype.computeMachineEpsilon=function(){var fourThirds=4/3;var third=fourThirds-1;var one=third+third+third;return Math.abs(1-one)};GameMath.prototype.fuzzyEqual=function(a,b,epsilon){if(typeof epsilon==="undefined"){epsilon=0.0001}return Math.abs(a-b)- * 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. - *
- * @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 - */ - function (chance) { - if (typeof chance === "undefined") { chance = 50; } - if(chance <= 0) { - return false; - } else if(chance >= 100) { - return true; - } else { - if(Math.random() * 100 >= chance) { - return false; - } else { - return true; - } - } - }; - GameMath.prototype.maxAdd = /** - * 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 - */ - function (value, amount, max) { - value += amount; - if(value > max) { - value = max; - } - return value; - }; - GameMath.prototype.minSub = /** - * 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 - */ - function (value, amount, min) { - value -= amount; - if(value < min) { - value = min; - } - return value; - }; - GameMath.prototype.wrapValue = /** - * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. - *Values must be positive integers, and are passed through Math.abs
- * - * @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 - */ - function (value, amount, max) { - var diff; - value = Math.abs(value); - amount = Math.abs(amount); - max = Math.abs(max); - diff = (value + amount) % max; - return diff; - }; - GameMath.prototype.randomSign = /** - * Randomly returns either a 1 or -1 - * - * @return 1 or -1 - */ - function () { - return (Math.random() > 0.5) ? 1 : -1; - }; - GameMath.prototype.isOdd = /** - * 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. - */ - function (n) { - if(n & 1) { - return true; - } else { - return false; - } - }; - GameMath.prototype.isEven = /** - * 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. - */ - function (n) { - if(n & 1) { - return false; - } else { - return true; - } - }; - GameMath.prototype.wrapAngle = /** - * Keeps an angle value between -180 and +180Number between 0 and 1.
- */
- function () {
- return this.globalSeed = this.srand(this.globalSeed);
- };
- GameMath.prototype.srand = /**
- * Generates a random number based on the seed provided.
- *
- * @param Seed A number between 0 and 1, used to generate a predictable random number (very optional).
- *
- * @return A Number between 0 and 1.
- */
- function (Seed) {
- return ((69621 * (Seed * 0x7FFFFFFF)) % 0x7FFFFFFF) / 0x7FFFFFFF;
- };
- GameMath.prototype.getRandom = /**
- * Fetch a random entry from the given array.
- * Will return null if random selection is missing, or array has no entries.
- * FlxG.getRandom() is deterministic and safe for use with replays/recordings.
- * HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings.
- *
- * @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.
- */
- function (Objects, StartIndex, Length) {
- if (typeof StartIndex === "undefined") { StartIndex = 0; }
- if (typeof Length === "undefined") { Length = 0; }
- if(Objects != null) {
- var l = Length;
- if((l == 0) || (l > Objects.length - StartIndex)) {
- l = Objects.length - StartIndex;
- }
- if(l > 0) {
- return Objects[StartIndex + Math.floor(Math.random() * l)];
- }
- }
- return null;
- };
- GameMath.prototype.floor = /**
- * 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.
- */
- function (Value) {
- var n = Value | 0;
- return (Value > 0) ? (n) : ((n != Value) ? (n - 1) : (n));
- };
- GameMath.prototype.ceil = /**
- * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3.
- *
- * @param Value Any number.
- *
- * @return The rounded value of that number.
- */
- function (Value) {
- var n = Value | 0;
- return (Value > 0) ? ((n != Value) ? (n + 1) : (n)) : (n);
- };
- return GameMath;
-})();
-/**
-* Point
-*
-* @desc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
-*
-* @version 1.2 - 27th February 2013
-* @author Richard Davey
-* @todo polar, interpolate
-*/
-var Point = (function () {
- /**
- * Creates a new point. If you pass no parameters to this method, a point is created at (0,0).
- * @class Point
- * @constructor
- * @param {Number} x One-liner. Default is ?.
- * @param {Number} y One-liner. Default is ?.
- **/
- function Point(x, y) {
- if (typeof x === "undefined") { x = 0; }
- if (typeof y === "undefined") { y = 0; }
- this.setTo(x, y);
- }
- Point.prototype.add = /**
- * Adds the coordinates of another point to the coordinates of this point to create a new point.
- * @method add
- * @param {Point} point - The point to be added.
- * @return {Point} The new Point object.
- **/
- function (toAdd, output) {
- if (typeof output === "undefined") { output = new Point(); }
- return output.setTo(this.x + toAdd.x, this.y + toAdd.y);
- };
- Point.prototype.addTo = /**
- * Adds the given values to the coordinates of this point and returns it
- * @method addTo
- * @param {Number} x - The amount to add to the x value of the point
- * @param {Number} y - The amount to add to the x value of the point
- * @return {Point} This Point object.
- **/
- function (x, y) {
- if (typeof x === "undefined") { x = 0; }
- if (typeof y === "undefined") { y = 0; }
- return this.setTo(this.x + x, this.y + y);
- };
- Point.prototype.subtractFrom = /**
- * Adds the given values to the coordinates of this point and returns it
- * @method addTo
- * @param {Number} x - The amount to add to the x value of the point
- * @param {Number} y - The amount to add to the x value of the point
- * @return {Point} This Point object.
- **/
- function (x, y) {
- if (typeof x === "undefined") { x = 0; }
- if (typeof y === "undefined") { y = 0; }
- return this.setTo(this.x - x, this.y - y);
- };
- Point.prototype.invert = /**
- * Inverts the x and y values of this point
- * @method invert
- * @return {Point} This Point object.
- **/
- function () {
- return this.setTo(this.y, this.x);
- };
- Point.prototype.clamp = /**
- * Clamps this Point object to be between the given min and max
- * @method clamp
- * @param {number} The minimum value to clamp this Point to
- * @param {number} The maximum value to clamp this Point to
- * @return {Point} This Point object.
- **/
- function (min, max) {
- this.clampX(min, max);
- this.clampY(min, max);
- return this;
- };
- Point.prototype.clampX = /**
- * Clamps the x value of this Point object to be between the given min and max
- * @method clampX
- * @param {number} The minimum value to clamp this Point to
- * @param {number} The maximum value to clamp this Point to
- * @return {Point} This Point object.
- **/
- function (min, max) {
- this.x = Math.max(Math.min(this.x, max), min);
- return this;
- };
- Point.prototype.clampY = /**
- * Clamps the y value of this Point object to be between the given min and max
- * @method clampY
- * @param {number} The minimum value to clamp this Point to
- * @param {number} The maximum value to clamp this Point to
- * @return {Point} This Point object.
- **/
- function (min, max) {
- this.x = Math.max(Math.min(this.x, max), min);
- this.y = Math.max(Math.min(this.y, max), min);
- return this;
- };
- Point.prototype.clone = /**
- * Creates a copy of this Point.
- * @method clone
- * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
- * @return {Point} The new Point object.
- **/
- function (output) {
- if (typeof output === "undefined") { output = new Point(); }
- return output.setTo(this.x, this.y);
- };
- Point.prototype.copyFrom = /**
- * Copies the point data from the source Point object into this Point object.
- * @method copyFrom
- * @param {Point} source - The point to copy from.
- * @return {Point} This Point object. Useful for chaining method calls.
- **/
- function (source) {
- return this.setTo(source.x, source.y);
- };
- Point.prototype.copyTo = /**
- * Copies the point data from this Point object to the given target Point object.
- * @method copyTo
- * @param {Point} target - The point to copy to.
- * @return {Point} The target Point object.
- **/
- function (target) {
- return target.setTo(this.x, this.y);
- };
- Point.prototype.distanceTo = /**
- * Returns the distance from this Point object to the given Point object.
- * @method distanceFrom
- * @param {Point} target - The destination Point object.
- * @param {Boolean} round - Round the distance to the nearest integer (default false)
- * @return {Number} The distance between this Point object and the destination Point object.
- **/
- function (target, round) {
- if (typeof round === "undefined") { round = false; }
- var dx = this.x - target.x;
- var dy = this.y - target.y;
- if(round === true) {
- return Math.round(Math.sqrt(dx * dx + dy * dy));
- } else {
- return Math.sqrt(dx * dx + dy * dy);
- }
- };
- Point.distanceBetween = /**
- * Returns the distance between the two Point objects.
- * @method distanceBetween
- * @param {Point} pointA - The first Point object.
- * @param {Point} pointB - The second Point object.
- * @param {Boolean} round - Round the distance to the nearest integer (default false)
- * @return {Number} The distance between the two Point objects.
- **/
- function distanceBetween(pointA, pointB, round) {
- if (typeof round === "undefined") { round = false; }
- var dx = pointA.x - pointB.x;
- var dy = pointA.y - pointB.y;
- if(round === true) {
- return Math.round(Math.sqrt(dx * dx + dy * dy));
- } else {
- return Math.sqrt(dx * dx + dy * dy);
- }
- };
- Point.prototype.distanceCompare = /**
- * Returns true if the distance between this point and a target point is greater than or equal a specified distance.
- * This avoids using a costly square root operation
- * @method distanceCompare
- * @param {Point} target - The Point object to use for comparison.
- * @param {Number} distance - The distance to use for comparison.
- * @return {Boolena} True if distance is >= specified distance.
- **/
- function (target, distance) {
- if(this.distanceTo(target) >= distance) {
- return true;
- } else {
- return false;
- }
- };
- Point.prototype.equals = /**
- * Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values.
- * @method equals
- * @param {Point} point - The point to compare against.
- * @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal.
- **/
- function (toCompare) {
- if(this.x === toCompare.x && this.y === toCompare.y) {
- return true;
- } else {
- return false;
- }
- };
- Point.prototype.interpolate = /**
- * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2.
- * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2).
- * @method interpolate
- * @param {Point} pointA - The first Point object.
- * @param {Point} pointB - The second Point object.
- * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned.
- * @return {Point} The new interpolated Point object.
- **/
- function (pointA, pointB, f) {
- };
- Point.prototype.offset = /**
- * Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value.
- * The value of dy is added to the original value of y to create the new y value.
- * @method offset
- * @param {Number} dx - The amount by which to offset the horizontal coordinate, x.
- * @param {Number} dy - The amount by which to offset the vertical coordinate, y.
- * @return {Point} This Point object. Useful for chaining method calls.
- **/
- function (dx, dy) {
- this.x += dx;
- this.y += dy;
- return this;
- };
- Point.prototype.polar = /**
- * Converts a pair of polar coordinates to a Cartesian point coordinate.
- * @method polar
- * @param {Number} length - The length coordinate of the polar pair.
- * @param {Number} angle - The angle, in radians, of the polar pair.
- * @return {Point} The new Cartesian Point object.
- **/
- function (length, angle) {
- };
- Point.prototype.setTo = /**
- * Sets the x and y values of this Point object to the given coordinates.
- * @method set
- * @param {Number} x - The horizontal position of this point.
- * @param {Number} y - The vertical position of this point.
- * @return {Point} This Point object. Useful for chaining method calls.
- **/
- function (x, y) {
- this.x = x;
- this.y = y;
- return this;
- };
- Point.prototype.subtract = /**
- * Subtracts the coordinates of another point from the coordinates of this point to create a new point.
- * @method subtract
- * @param {Point} point - The point to be subtracted.
- * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
- * @return {Point} The new Point object.
- **/
- function (point, output) {
- if (typeof output === "undefined") { output = new Point(); }
- return output.setTo(this.x - point.x, this.y - point.y);
- };
- Point.prototype.toString = /**
- * Returns a string representation of this object.
- * @method toString
- * @return {string} a string representation of the instance.
- **/
- function () {
- return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
- };
- return Point;
-})();
-/// GameObject and Group extend this class,
-* as do the plugins. Has no size, position or graphical data.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Basic = (function () {
- /**
- * Instantiate the basic object.
- */
- function Basic(game) {
- /**
- * Allows you to give this object a name. Useful for debugging, but not actually used internally.
- */
- this.name = '';
- this._game = game;
- this.ID = -1;
- this.exists = true;
- this.active = true;
- this.visible = true;
- this.alive = true;
- this.isGroup = false;
- this.ignoreDrawDebug = false;
- }
- Basic.prototype.destroy = /**
- * Override this to null out iables or manually call
- * destroy() on class members if necessary.
- * Don't forget to call super.destroy()!
- */
- function () {
- };
- Basic.prototype.preUpdate = /**
- * Pre-update is called right before update() on each object in the game loop.
- */
- function () {
- };
- Basic.prototype.update = /**
- * Override this to update your class's position and appearance.
- * This is where most of your game rules and behavioral code will go.
- */
- function () {
- };
- Basic.prototype.postUpdate = /**
- * Post-update is called right after update() on each object in the game loop.
- */
- function () {
- };
- Basic.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) {
- };
- Basic.prototype.kill = /**
- * Handy for "killing" game objects.
- * Default behavior is to flag them as nonexistent AND dead.
- * However, if you want the "corpse" to remain in the game,
- * like to animate an effect or whatever, you should override this,
- * setting only alive to false, and leaving exists true.
- */
- function () {
- this.alive = false;
- this.exists = false;
- };
- Basic.prototype.revive = /**
- * Handy for bringing game objects "back to life". Just sets alive and exists back to true.
- * In practice, this is most often called by FlxObject.reset().
- */
- function () {
- this.alive = true;
- this.exists = true;
- };
- Basic.prototype.toString = /**
- * Convert object to readable string name. Useful for debugging, save games, etc.
- */
- function () {
- //return FlxU.getClassName(this, true);
- return "";
- };
- return Basic;
-})();
-var __extends = this.__extends || function (d, b) {
- function __() { this.constructor = d; }
- __.prototype = b.prototype;
- d.prototype = new __();
-};
-/// GameObject overlaps this GameObject or FlxGroup.
- * If the group has a LOT of things in it, it might be faster to use FlxG.overlaps().
- * WARNING: Currently tilemaps do NOT support screen space overlap checks!
- *
- * @param ObjectOrGroup The object or group being tested.
- * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether or not the two objects overlap.
- */
- function (ObjectOrGroup, InScreenSpace, Camera) {
- if (typeof InScreenSpace === "undefined") { InScreenSpace = false; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(ObjectOrGroup.isGroup) {
- var results = false;
- var i = 0;
- var members = ObjectOrGroup.members;
- while(i < length) {
- if(this.overlaps(members[i++], InScreenSpace, Camera)) {
- results = true;
- }
- }
- return results;
- }
- /*
- if (typeof ObjectOrGroup === 'FlxTilemap')
- {
- //Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
- // we redirect the call to the tilemap overlap here.
- return ObjectOrGroup.overlaps(this, InScreenSpace, Camera);
- }
- */
- //var object: GameObject = ObjectOrGroup;
- if(!InScreenSpace) {
- return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > this.y) && (ObjectOrGroup.y < this.y + this.height);
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera);
- this.getScreenXY(this._point, Camera);
- return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
- };
- GameObject.prototype.overlapsAt = /**
- * Checks to see if this GameObject were located at the given position, would it overlap the GameObject or FlxGroup?
- * This is distinct from overlapsPoint(), which just checks that ponumber, rather than taking the object's size numbero account.
- * WARNING: Currently tilemaps do NOT support screen space overlap checks!
- *
- * @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
- * @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here.
- * @param ObjectOrGroup The object or group being tested.
- * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether or not the two objects overlap.
- */
- function (X, Y, ObjectOrGroup, InScreenSpace, Camera) {
- if (typeof InScreenSpace === "undefined") { InScreenSpace = false; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(ObjectOrGroup.isGroup) {
- var results = false;
- var basic;
- var i = 0;
- var members = ObjectOrGroup.members;
- while(i < length) {
- if(this.overlapsAt(X, Y, members[i++], InScreenSpace, Camera)) {
- results = true;
- }
- }
- return results;
- }
- /*
- if (typeof ObjectOrGroup === 'FlxTilemap')
- {
- //Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
- // we redirect the call to the tilemap overlap here.
- //However, since this is overlapsAt(), we also have to invent the appropriate position for the tilemap.
- //So we calculate the offset between the player and the requested position, and subtract that from the tilemap.
- var tilemap: FlxTilemap = ObjectOrGroup;
- return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera);
- }
- */
- //var object: GameObject = ObjectOrGroup;
- if(!InScreenSpace) {
- return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > Y) && (ObjectOrGroup.y < Y + this.height);
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera);
- this._point.x = X - Camera.scroll.x * this.scrollFactor.x//copied from getScreenXY()
- ;
- this._point.y = Y - Camera.scroll.y * this.scrollFactor.y;
- this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001;
- this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001;
- return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
- };
- GameObject.prototype.overlapsPoint = /**
- * Checks to see if a ponumber in 2D world space overlaps this GameObject object.
- *
- * @param Point The ponumber in world space you want to check.
- * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap.
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether or not the ponumber overlaps this object.
- */
- function (point, InScreenSpace, Camera) {
- if (typeof InScreenSpace === "undefined") { InScreenSpace = false; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(!InScreenSpace) {
- return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height);
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- var X = point.x - Camera.scroll.x;
- var Y = point.y - Camera.scroll.y;
- this.getScreenXY(this._point, Camera);
- return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height);
- };
- GameObject.prototype.onScreen = /**
- * Check and see if this object is currently on screen.
- *
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether the object is on screen or not.
- */
- function (Camera) {
- if (typeof Camera === "undefined") { Camera = null; }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- this.getScreenXY(this._point, Camera);
- return (this._point.x + this.width > 0) && (this._point.x < Camera.width) && (this._point.y + this.height > 0) && (this._point.y < Camera.height);
- };
- GameObject.prototype.getScreenXY = /**
- * Call this to figure out the on-screen position of the object.
- *
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- * @param Point Takes a Point object and assigns the post-scrolled X and Y values of this object to it.
- *
- * @return The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object.
- */
- function (point, Camera) {
- if (typeof point === "undefined") { point = null; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(point == null) {
- point = new Point();
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- point.x = this.x - Camera.scroll.x * this.scrollFactor.x;
- point.y = this.y - Camera.scroll.y * this.scrollFactor.y;
- point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
- point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
- return point;
- };
- Object.defineProperty(GameObject.prototype, "solid", {
- get: /**
- * Whether the object collides or not. For more control over what directions
- * the object will collide from, use collision constants (like LEFT, FLOOR, etc)
- * to set the value of allowCollisions directly.
- */
- function () {
- return (this.allowCollisions & GameObject.ANY) > GameObject.NONE;
- },
- set: /**
- * @private
- */
- function (Solid) {
- if(Solid) {
- this.allowCollisions = GameObject.ANY;
- } else {
- this.allowCollisions = GameObject.NONE;
- }
- },
- enumerable: true,
- configurable: true
- });
- GameObject.prototype.getMidpoint = /**
- * Retrieve the midponumber of this object in world coordinates.
- *
- * @Point Allows you to pass in an existing Point object if you're so inclined. Otherwise a new one is created.
- *
- * @return A Point object containing the midponumber of this object in world coordinates.
- */
- function (point) {
- if (typeof point === "undefined") { point = null; }
- if(point == null) {
- point = new Point();
- }
- point.x = this.x + this.width * 0.5;
- point.y = this.y + this.height * 0.5;
- return point;
- };
- GameObject.prototype.reset = /**
- * Handy for reviving game objects.
- * Resets their existence flags and position.
- *
- * @param X The new X position of this object.
- * @param Y The new Y position of this object.
- */
- function (X, Y) {
- this.revive();
- this.touching = GameObject.NONE;
- this.wasTouching = GameObject.NONE;
- this.x = X;
- this.y = Y;
- this.last.x = X;
- this.last.y = Y;
- this.velocity.x = 0;
- this.velocity.y = 0;
- };
- GameObject.prototype.isTouching = /**
- * Handy for checking if this object is touching a particular surface.
- * For slightly better performance you can just & the value directly numbero touching.
- * However, this method is good for readability and accessibility.
- *
- * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
- *
- * @return Whether the object is touching an object in (any of) the specified direction(s) this frame.
- */
- function (Direction) {
- return (this.touching & Direction) > GameObject.NONE;
- };
- GameObject.prototype.justTouched = /**
- * Handy for checking if this object is just landed on a particular surface.
- *
- * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
- *
- * @return Whether the object just landed on (any of) the specified surface(s) this frame.
- */
- function (Direction) {
- return ((this.touching & Direction) > GameObject.NONE) && ((this.wasTouching & Direction) <= GameObject.NONE);
- };
- GameObject.prototype.hurt = /**
- * Reduces the "health" variable of this sprite by the amount specified in Damage.
- * Calls kill() if health drops to or below zero.
- *
- * @param Damage How much health to take away (use a negative number to give a health bonus).
- */
- function (Damage) {
- this.health = this.health - Damage;
- if(this.health <= 0) {
- this.kill();
- }
- };
- GameObject.prototype.destroy = function () {
- };
- Object.defineProperty(GameObject.prototype, "x", {
- get: function () {
- return this.bounds.x;
- },
- set: function (value) {
- this.bounds.x = value;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "y", {
- get: function () {
- return this.bounds.y;
- },
- set: function (value) {
- this.bounds.y = value;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "rotation", {
- get: function () {
- return this._angle;
- },
- set: function (value) {
- this._angle = this._game.math.wrap(value, 360, 0);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "angle", {
- get: function () {
- return this._angle;
- },
- set: function (value) {
- this._angle = this._game.math.wrap(value, 360, 0);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "width", {
- get: function () {
- return this.bounds.width;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "height", {
- get: function () {
- return this.bounds.height;
- },
- enumerable: true,
- configurable: true
- });
- return GameObject;
-})(Basic);
-/// Basics.
-* NOTE: Although Group extends Basic, it will not automatically
-* add itself to the global collisions quad tree, it will only add its members.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Group = (function (_super) {
- __extends(Group, _super);
- function Group(game, MaxSize) {
- if (typeof MaxSize === "undefined") { MaxSize = 0; }
- _super.call(this, game);
- this.isGroup = true;
- this.members = [];
- this.length = 0;
- this._maxSize = MaxSize;
- this._marker = 0;
- this._sortIndex = null;
- }
- Group.ASCENDING = -1;
- Group.DESCENDING = 1;
- Group.prototype.destroy = /**
- * Override this function to handle any deleting or "shutdown" type operations you might need,
- * such as removing traditional Flash children like Basic objects.
- */
- function () {
- if(this.members != null) {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- basic.destroy();
- }
- }
- this.members.length = 0;
- }
- this._sortIndex = null;
- };
- Group.prototype.update = /**
- * Automatically goes through and calls update on everything you added.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists && basic.active) {
- basic.preUpdate();
- basic.update();
- basic.postUpdate();
- }
- }
- };
- Group.prototype.render = /**
- * Automatically goes through and calls render on everything you added.
- */
- function (camera, cameraOffsetX, cameraOffsetY) {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists && basic.visible) {
- basic.render(camera, cameraOffsetX, cameraOffsetY);
- }
- }
- };
- Object.defineProperty(Group.prototype, "maxSize", {
- get: /**
- * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
- */
- function () {
- return this._maxSize;
- },
- set: /**
- * @private
- */
- function (Size) {
- this._maxSize = Size;
- if(this._marker >= this._maxSize) {
- this._marker = 0;
- }
- if((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) {
- return;
- }
- //If the max size has shrunk, we need to get rid of some objects
- var basic;
- var i = this._maxSize;
- var l = this.members.length;
- while(i < l) {
- basic = this.members[i++];
- if(basic != null) {
- basic.destroy();
- }
- }
- this.length = this.members.length = this._maxSize;
- },
- enumerable: true,
- configurable: true
- });
- Group.prototype.add = /**
- * Adds a new Basic subclass (Basic, FlxBasic, Enemy, etc) to the group.
- * Group will try to replace a null member of the array first.
- * Failing that, Group will add it to the end of the member array,
- * assuming there is room for it, and doubling the size of the array if necessary.
- *
- * WARNING: If the group has a maxSize that has already been met, - * the object will NOT be added to the group!
- * - * @param Object The object you want to add to the group. - * - * @return The sameBasic object that was passed in.
- */
- function (Object) {
- //Don't bother adding an object twice.
- if(this.members.indexOf(Object) >= 0) {
- return Object;
- }
- //First, look for a null entry where we can add the object.
- var i = 0;
- var l = this.members.length;
- while(i < l) {
- if(this.members[i] == null) {
- this.members[i] = Object;
- if(i >= this.length) {
- this.length = i + 1;
- }
- return Object;
- }
- i++;
- }
- //Failing that, expand the array (if we can) and add the object.
- if(this._maxSize > 0) {
- if(this.members.length >= this._maxSize) {
- return Object;
- } else if(this.members.length * 2 <= this._maxSize) {
- this.members.length *= 2;
- } else {
- this.members.length = this._maxSize;
- }
- } else {
- this.members.length *= 2;
- }
- //If we made it this far, then we successfully grew the group,
- //and we can go ahead and add the object at the first open slot.
- this.members[i] = Object;
- this.length = i + 1;
- return Object;
- };
- Group.prototype.recycle = /**
- * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
- *
- * If you specified a maximum size for this group (like in Emitter), - * then recycle will employ what we're calling "rotating" recycling. - * Recycle() will first check to see if the group is at capacity yet. - * If group is not yet at capacity, recycle() returns a new object. - * If the group IS at capacity, then recycle() just returns the next object in line.
- * - *If you did NOT specify a maximum size for this group, - * then recycle() will employ what we're calling "grow-style" recycling. - * Recycle() will return either the first object with exists == false, - * or, finding none, add a new object to the array, - * doubling the size of the array if necessary.
- * - *WARNING: If this function needs to create a new object, - * and no object class was provided, it will return null - * instead of a valid object!
- * - * @param ObjectClass The class type you want to recycle (e.g. FlxBasic, EvilRobot, etc). Do NOT "new" the class in the parameter! - * - * @return A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;). - */ - function (ObjectClass) { - if (typeof ObjectClass === "undefined") { ObjectClass = null; } - var basic; - if(this._maxSize > 0) { - if(this.length < this._maxSize) { - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass()); - } else { - basic = this.members[this._marker++]; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - return basic; - } - } else { - basic = this.getFirstAvailable(ObjectClass); - if(basic != null) { - return basic; - } - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass()); - } - }; - Group.prototype.remove = /** - * Removes an object from the group. - * - * @param Object TheBasic you want to remove.
- * @param Splice Whether the object should be cut from the array entirely or not.
- *
- * @return The removed object.
- */
- function (Object, Splice) {
- if (typeof Splice === "undefined") { Splice = false; }
- var index = this.members.indexOf(Object);
- if((index < 0) || (index >= this.members.length)) {
- return null;
- }
- if(Splice) {
- this.members.splice(index, 1);
- this.length--;
- } else {
- this.members[index] = null;
- }
- return Object;
- };
- Group.prototype.replace = /**
- * Replaces an existing Basic with a new one.
- *
- * @param OldObject The object you want to replace.
- * @param NewObject The new object you want to use instead.
- *
- * @return The new object.
- */
- function (OldObject, NewObject) {
- var index = this.members.indexOf(OldObject);
- if((index < 0) || (index >= this.members.length)) {
- return null;
- }
- this.members[index] = NewObject;
- return NewObject;
- };
- Group.prototype.sort = /**
- * Call this function to sort the group according to a particular value and order.
- * For example, to sort game objects for Zelda-style overlaps you might call
- * myGroup.sort("y",Group.ASCENDING) at the bottom of your
- * FlxState.update() override. To sort all existing objects after
- * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING).
- *
- * @param Index The string name of the member variable you want to sort on. Default value is "y".
- * @param Order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING.
- */
- function (Index, Order) {
- if (typeof Index === "undefined") { Index = "y"; }
- if (typeof Order === "undefined") { Order = Group.ASCENDING; }
- this._sortIndex = Index;
- this._sortOrder = Order;
- this.members.sort(this.sortHandler);
- };
- Group.prototype.setAll = /**
- * Go through and set the specified variable to the specified value on all members of the group.
- *
- * @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor".
- * @param Value The value you want to assign to that variable.
- * @param Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable.
- */
- function (VariableName, Value, Recurse) {
- if (typeof Recurse === "undefined") { Recurse = true; }
- var basic;
- var i = 0;
- while(i < length) {
- basic = this.members[i++];
- if(basic != null) {
- if(Recurse && (basic.isGroup == true)) {
- basic['setAll'](VariableName, Value, Recurse);
- } else {
- basic[VariableName] = Value;
- }
- }
- }
- };
- Group.prototype.callAll = /**
- * Go through and call the specified function on all members of the group.
- * Currently only works on functions that have no required parameters.
- *
- * @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()".
- * @param Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function.
- */
- function (FunctionName, Recurse) {
- if (typeof Recurse === "undefined") { Recurse = true; }
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(Recurse && (basic.isGroup == true)) {
- basic['callAll'](FunctionName, Recurse);
- } else {
- basic[FunctionName]();
- }
- }
- }
- };
- Group.prototype.forEach = function (callback, Recurse) {
- if (typeof Recurse === "undefined") { Recurse = false; }
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(Recurse && (basic.isGroup == true)) {
- basic.forEach(callback, true);
- } else {
- callback.call(this, basic);
- }
- }
- }
- };
- Group.prototype.getFirstAvailable = /**
- * Call this function to retrieve the first object with exists == false in the group.
- * This is handy for recycling in general, e.g. respawning enemies.
- *
- * @param ObjectClass An optional parameter that lets you narrow the results to instances of this particular class.
- *
- * @return A Basic currently flagged as not existing.
- */
- function (ObjectClass) {
- if (typeof ObjectClass === "undefined") { ObjectClass = null; }
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.getFirstNull = /**
- * Call this function to retrieve the first index set to 'null'.
- * Returns -1 if no index stores a null object.
- *
- * @return An int indicating the first null slot in the group.
- */
- function () {
- var basic;
- var i = 0;
- var l = this.members.length;
- while(i < l) {
- if(this.members[i] == null) {
- return i;
- } else {
- i++;
- }
- }
- return -1;
- };
- Group.prototype.getFirstExtant = /**
- * Call this function to retrieve the first object with exists == true in the group.
- * This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
- *
- * @return A Basic currently flagged as existing.
- */
- function () {
- var basic;
- var i = 0;
- while(i < length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.getFirstAlive = /**
- * Call this function to retrieve the first object with dead == false in the group.
- * This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
- *
- * @return A Basic currently flagged as not dead.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists && basic.alive) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.getFirstDead = /**
- * Call this function to retrieve the first object with dead == true in the group.
- * This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
- *
- * @return A Basic currently flagged as dead.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && !basic.alive) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.countLiving = /**
- * Call this function to find out how many members of the group are not dead.
- *
- * @return The number of Basics flagged as not dead. Returns -1 if group is empty.
- */
- function () {
- var count = -1;
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(count < 0) {
- count = 0;
- }
- if(basic.exists && basic.alive) {
- count++;
- }
- }
- }
- return count;
- };
- Group.prototype.countDead = /**
- * Call this function to find out how many members of the group are dead.
- *
- * @return The number of Basics flagged as dead. Returns -1 if group is empty.
- */
- function () {
- var count = -1;
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(count < 0) {
- count = 0;
- }
- if(!basic.alive) {
- count++;
- }
- }
- }
- return count;
- };
- Group.prototype.getRandom = /**
- * Returns a member at random from the group.
- *
- * @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 A Basic from the members list.
- */
- function (StartIndex, Length) {
- if (typeof StartIndex === "undefined") { StartIndex = 0; }
- if (typeof Length === "undefined") { Length = 0; }
- if(Length == 0) {
- Length = this.length;
- }
- return this._game.math.getRandom(this.members, StartIndex, Length);
- };
- Group.prototype.clear = /**
- * Remove all instances of Basic subclass (FlxBasic, FlxBlock, etc) from the list.
- * WARNING: does not destroy() or kill() any of these objects!
- */
- function () {
- this.length = this.members.length = 0;
- };
- Group.prototype.kill = /**
- * Calls kill on the group's members and then on the group itself.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists) {
- basic.kill();
- }
- }
- };
- Group.prototype.sortHandler = /**
- * Helper function for the sort process.
- *
- * @param Obj1 The first object being sorted.
- * @param Obj2 The second object being sorted.
- *
- * @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
- */
- function (Obj1, Obj2) {
- if(Obj1[this._sortIndex] < Obj2[this._sortIndex]) {
- return this._sortOrder;
- } else if(Obj1[this._sortIndex] > Obj2[this._sortIndex]) {
- return -this._sortOrder;
- }
- return 0;
- };
- return Group;
-})(Basic);
-/// Sprite to have slightly more specialized behavior
-* common to many game scenarios. You can override and extend this class
-* just like you would Sprite. While Emitter
-* used to work with just any old sprite, it now requires a
-* Particle based class.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Particle = (function (_super) {
- __extends(Particle, _super);
- /**
- * Instantiate a new particle. Like Sprite, all meaningful creation
- * happens during loadGraphic() or makeGraphic() or whatever.
- */
- function Particle(game) {
- _super.call(this, game);
- this.lifespan = 0;
- this.friction = 500;
- }
- Particle.prototype.update = /**
- * The particle's main update logic. Basically it checks to see if it should
- * be dead yet, and then has some special bounce behavior if there is some gravity on it.
- */
- function () {
- //lifespan behavior
- if(this.lifespan <= 0) {
- return;
- }
- this.lifespan -= this._game.time.elapsed;
- if(this.lifespan <= 0) {
- this.kill();
- }
- //simpler bounce/spin behavior for now
- if(this.touching) {
- if(this.angularVelocity != 0) {
- this.angularVelocity = -this.angularVelocity;
- }
- }
- if(this.acceleration.y > 0)//special behavior for particles with gravity
- {
- if(this.touching & GameObject.FLOOR) {
- this.drag.x = this.friction;
- if(!(this.wasTouching & GameObject.FLOOR)) {
- if(this.velocity.y < -this.elasticity * 10) {
- if(this.angularVelocity != 0) {
- this.angularVelocity *= -this.elasticity;
- }
- } else {
- this.velocity.y = 0;
- this.angularVelocity = 0;
- }
- }
- } else {
- this.drag.x = 0;
- }
- }
- };
- Particle.prototype.onEmit = /**
- * Triggered whenever this object is launched by a Emitter.
- * You can override this to add custom behavior like a sound or AI or something.
- */
- function () {
- };
- return Particle;
-})(Sprite);
-/// Emitter is a lightweight particle emitter.
-* It can be used for one-time explosions or for
-* continuous fx like rain and fire. Emitter
-* is not optimized or anything; all it does is launch
-* Particle objects out at set intervals
-* by setting their positions and velocities accordingly.
-* It is easy to use and relatively efficient,
-* relying on Group's RECYCLE POWERS.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Emitter = (function (_super) {
- __extends(Emitter, _super);
- /**
- * Creates a new FlxEmitter object at a specific position.
- * Does NOT automatically generate or attach particles!
- *
- * @param X The X position of the emitter.
- * @param Y The Y position of the emitter.
- * @param Size Optional, specifies a maximum capacity for this emitter.
- */
- function Emitter(game, X, Y, Size) {
- if (typeof X === "undefined") { X = 0; }
- if (typeof Y === "undefined") { Y = 0; }
- if (typeof Size === "undefined") { Size = 0; }
- _super.call(this, game, Size);
- this.x = X;
- this.y = Y;
- this.width = 0;
- this.height = 0;
- this.minParticleSpeed = new Point(-100, -100);
- this.maxParticleSpeed = new Point(100, 100);
- this.minRotation = -360;
- this.maxRotation = 360;
- this.gravity = 0;
- this.particleClass = null;
- this.particleDrag = new Point();
- this.frequency = 0.1;
- this.lifespan = 3;
- this.bounce = 0;
- this._quantity = 0;
- this._counter = 0;
- this._explode = true;
- this.on = false;
- this._point = new Point();
- }
- Emitter.prototype.destroy = /**
- * Clean up memory.
- */
- function () {
- this.minParticleSpeed = null;
- this.maxParticleSpeed = null;
- this.particleDrag = null;
- this.particleClass = null;
- this._point = null;
- _super.prototype.destroy.call(this);
- };
- Emitter.prototype.makeParticles = /**
- * This function generates a new array of particle sprites to attach to the emitter.
- *
- * @param Graphics If you opted to not pre-configure an array of FlxSprite objects, you can simply pass in a particle image or sprite sheet.
- * @param Quantity The number of particles to generate when using the "create from image" option.
- * @param BakedRotations How many frames of baked rotation to use (boosts performance). Set to zero to not use baked rotations.
- * @param Multiple Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
- * @param Collide Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
- *
- * @return This FlxEmitter instance (nice for chaining stuff together, if you're into that).
- */
- function (Graphics, Quantity, BakedRotations, Multiple, Collide) {
- if (typeof Quantity === "undefined") { Quantity = 50; }
- if (typeof BakedRotations === "undefined") { BakedRotations = 16; }
- if (typeof Multiple === "undefined") { Multiple = false; }
- if (typeof Collide === "undefined") { Collide = 0.8; }
- this.maxSize = Quantity;
- var totalFrames = 1;
- /*
- if(Multiple)
- {
- var sprite:Sprite = new Sprite(this._game);
- sprite.loadGraphic(Graphics,true);
- totalFrames = sprite.frames;
- sprite.destroy();
- }
- */
- var randomFrame;
- var particle;
- var i = 0;
- while(i < Quantity) {
- if(this.particleClass == null) {
- particle = new Particle(this._game);
- } else {
- particle = new this.particleClass(this._game);
- }
- if(Multiple) {
- /*
- randomFrame = this._game.math.random()*totalFrames;
- if(BakedRotations > 0)
- particle.loadRotatedGraphic(Graphics,BakedRotations,randomFrame);
- else
- {
- particle.loadGraphic(Graphics,true);
- particle.frame = randomFrame;
- }
- */
- } else {
- /*
- if (BakedRotations > 0)
- particle.loadRotatedGraphic(Graphics,BakedRotations);
- else
- particle.loadGraphic(Graphics);
- */
- if(Graphics) {
- particle.loadGraphic(Graphics);
- }
- }
- if(Collide > 0) {
- particle.width *= Collide;
- particle.height *= Collide;
- //particle.centerOffsets();
- } else {
- particle.allowCollisions = GameObject.NONE;
- }
- particle.exists = false;
- this.add(particle);
- i++;
- }
- return this;
- };
- Emitter.prototype.update = /**
- * Called automatically by the game loop, decides when to launch particles and when to "die".
- */
- function () {
- if(this.on) {
- if(this._explode) {
- this.on = false;
- var i = 0;
- var l = this._quantity;
- if((l <= 0) || (l > this.length)) {
- l = this.length;
- }
- while(i < l) {
- this.emitParticle();
- i++;
- }
- this._quantity = 0;
- } else {
- this._timer += this._game.time.elapsed;
- while((this.frequency > 0) && (this._timer > this.frequency) && this.on) {
- this._timer -= this.frequency;
- this.emitParticle();
- if((this._quantity > 0) && (++this._counter >= this._quantity)) {
- this.on = false;
- this._quantity = 0;
- }
- }
- }
- }
- _super.prototype.update.call(this);
- };
- Emitter.prototype.kill = /**
- * Call this function to turn off all the particles and the emitter.
- */
- function () {
- this.on = false;
- _super.prototype.kill.call(this);
- };
- Emitter.prototype.start = /**
- * Call this function to start emitting particles.
- *
- * @param Explode Whether the particles should all burst out at once.
- * @param Lifespan How long each particle lives once emitted. 0 = forever.
- * @param Frequency Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
- * @param Quantity How many particles to launch. 0 = "all of the particles".
- */
- function (Explode, Lifespan, Frequency, Quantity) {
- if (typeof Explode === "undefined") { Explode = true; }
- if (typeof Lifespan === "undefined") { Lifespan = 0; }
- if (typeof Frequency === "undefined") { Frequency = 0.1; }
- if (typeof Quantity === "undefined") { Quantity = 0; }
- this.revive();
- this.visible = true;
- this.on = true;
- this._explode = Explode;
- this.lifespan = Lifespan;
- this.frequency = Frequency;
- this._quantity += Quantity;
- this._counter = 0;
- this._timer = 0;
- };
- Emitter.prototype.emitParticle = /**
- * This function can be used both internally and externally to emit the next particle.
- */
- function () {
- var particle = this.recycle(Particle);
- particle.lifespan = this.lifespan;
- particle.elasticity = this.bounce;
- particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height);
- particle.visible = true;
- if(this.minParticleSpeed.x != this.maxParticleSpeed.x) {
- particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x);
- } else {
- particle.velocity.x = this.minParticleSpeed.x;
- }
- if(this.minParticleSpeed.y != this.maxParticleSpeed.y) {
- particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y);
- } else {
- particle.velocity.y = this.minParticleSpeed.y;
- }
- particle.acceleration.y = this.gravity;
- if(this.minRotation != this.maxRotation) {
- particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation);
- } else {
- particle.angularVelocity = this.minRotation;
- }
- if(particle.angularVelocity != 0) {
- particle.angle = this._game.math.random() * 360 - 180;
- }
- particle.drag.x = this.particleDrag.x;
- particle.drag.y = this.particleDrag.y;
- particle.onEmit();
- };
- Emitter.prototype.setSize = /**
- * A more compact way of setting the width and height of the emitter.
- *
- * @param Width The desired width of the emitter (particles are spawned randomly within these dimensions).
- * @param Height The desired height of the emitter.
- */
- function (Width, Height) {
- this.width = Width;
- this.height = Height;
- };
- Emitter.prototype.setXSpeed = /**
- * A more compact way of setting the X velocity range of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
- */
- function (Min, Max) {
- if (typeof Min === "undefined") { Min = 0; }
- if (typeof Max === "undefined") { Max = 0; }
- this.minParticleSpeed.x = Min;
- this.maxParticleSpeed.x = Max;
- };
- Emitter.prototype.setYSpeed = /**
- * A more compact way of setting the Y velocity range of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
- */
- function (Min, Max) {
- if (typeof Min === "undefined") { Min = 0; }
- if (typeof Max === "undefined") { Max = 0; }
- this.minParticleSpeed.y = Min;
- this.maxParticleSpeed.y = Max;
- };
- Emitter.prototype.setRotation = /**
- * A more compact way of setting the angular velocity constraints of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
- */
- function (Min, Max) {
- if (typeof Min === "undefined") { Min = 0; }
- if (typeof Max === "undefined") { Max = 0; }
- this.minRotation = Min;
- this.maxRotation = Max;
- };
- Emitter.prototype.at = /**
- * Change the emitter's midpoint to match the midpoint of a FlxObject.
- *
- * @param Object The FlxObject that you want to sync up with.
- */
- function (Object) {
- Object.getMidpoint(this._point);
- this.x = this._point.x - (this.width >> 1);
- this.y = this._point.y - (this.height >> 1);
- };
- return Emitter;
-})(Group);
-/// QuadTree for how to use it, IF YOU DARE.
-*/
-var LinkedList = (function () {
- /**
- * Creates a new link, and sets object and next to null.
- */
- function LinkedList() {
- this.object = null;
- this.next = null;
- }
- LinkedList.prototype.destroy = /**
- * Clean up memory.
- */
- function () {
- this.object = null;
- if(this.next != null) {
- this.next.destroy();
- }
- this.next = null;
- };
- return LinkedList;
-})();
-/// myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true.
- * @param ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate().
- */
- function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) {
- if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; }
- if (typeof NotifyCallback === "undefined") { NotifyCallback = null; }
- if (typeof ProcessCallback === "undefined") { ProcessCallback = null; }
- //console.log('quadtree load', QuadTree.divisions, ObjectOrGroup1, ObjectOrGroup2);
- this.add(ObjectOrGroup1, QuadTree.A_LIST);
- if(ObjectOrGroup2 != null) {
- this.add(ObjectOrGroup2, QuadTree.B_LIST);
- QuadTree._useBothLists = true;
- } else {
- QuadTree._useBothLists = false;
- }
- QuadTree._notifyCallback = NotifyCallback;
- QuadTree._processingCallback = ProcessCallback;
- //console.log('use both', QuadTree._useBothLists);
- //console.log('------------ end of load');
- };
- QuadTree.prototype.add = /**
- * Call this function to add an object to the root of the tree.
- * This function will recursively add all group members, but
- * not the groups themselves.
- *
- * @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly.
- * @param List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST.
- */
- function (ObjectOrGroup, List) {
- QuadTree._list = List;
- if(ObjectOrGroup.isGroup == true) {
- var i = 0;
- var basic;
- var members = ObjectOrGroup['members'];
- var l = ObjectOrGroup['length'];
- while(i < l) {
- basic = members[i++];
- if((basic != null) && basic.exists) {
- if(basic.isGroup) {
- this.add(basic, List);
- } else {
- QuadTree._object = basic;
- if(QuadTree._object.exists && QuadTree._object.allowCollisions) {
- QuadTree._objectLeftEdge = QuadTree._object.x;
- QuadTree._objectTopEdge = QuadTree._object.y;
- QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width;
- QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height;
- this.addObject();
- }
- }
- }
- }
- } else {
- QuadTree._object = ObjectOrGroup;
- //console.log('add - not group:', ObjectOrGroup.name);
- if(QuadTree._object.exists && QuadTree._object.allowCollisions) {
- QuadTree._objectLeftEdge = QuadTree._object.x;
- QuadTree._objectTopEdge = QuadTree._object.y;
- QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width;
- QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height;
- //console.log('object properties', QuadTree._objectLeftEdge, QuadTree._objectTopEdge, QuadTree._objectRightEdge, QuadTree._objectBottomEdge);
- this.addObject();
- }
- }
- };
- QuadTree.prototype.addObject = /**
- * Internal function for recursively navigating and creating the tree
- * while adding objects to the appropriate nodes.
- */
- function () {
- //console.log('addObject');
- //If this quad (not its children) lies entirely inside this object, add it here
- if(!this._canSubdivide || ((this._leftEdge >= QuadTree._objectLeftEdge) && (this._rightEdge <= QuadTree._objectRightEdge) && (this._topEdge >= QuadTree._objectTopEdge) && (this._bottomEdge <= QuadTree._objectBottomEdge))) {
- //console.log('add To List');
- this.addToList();
- return;
- }
- //See if the selected object fits completely inside any of the quadrants
- if((QuadTree._objectLeftEdge > this._leftEdge) && (QuadTree._objectRightEdge < this._midpointX)) {
- if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) {
- //console.log('Adding NW tree');
- if(this._northWestTree == null) {
- this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- this._northWestTree.addObject();
- return;
- }
- if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) {
- //console.log('Adding SW tree');
- if(this._southWestTree == null) {
- this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- this._southWestTree.addObject();
- return;
- }
- }
- if((QuadTree._objectLeftEdge > this._midpointX) && (QuadTree._objectRightEdge < this._rightEdge)) {
- if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) {
- //console.log('Adding NE tree');
- if(this._northEastTree == null) {
- this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- this._northEastTree.addObject();
- return;
- }
- if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) {
- //console.log('Adding SE tree');
- if(this._southEastTree == null) {
- this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- this._southEastTree.addObject();
- return;
- }
- }
- //If it wasn't completely contained we have to check out the partial overlaps
- if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) {
- if(this._northWestTree == null) {
- this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to north west partial tree');
- this._northWestTree.addObject();
- }
- if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) {
- if(this._northEastTree == null) {
- this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to north east partial tree');
- this._northEastTree.addObject();
- }
- if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) {
- if(this._southEastTree == null) {
- this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to south east partial tree');
- this._southEastTree.addObject();
- }
- if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) {
- if(this._southWestTree == null) {
- this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to south west partial tree');
- this._southWestTree.addObject();
- }
- };
- QuadTree.prototype.addToList = /**
- * Internal function for recursively adding objects to leaf lists.
- */
- function () {
- //console.log('Adding to List');
- var ot;
- if(QuadTree._list == QuadTree.A_LIST) {
- //console.log('A LIST');
- if(this._tailA.object != null) {
- ot = this._tailA;
- this._tailA = new LinkedList();
- ot.next = this._tailA;
- }
- this._tailA.object = QuadTree._object;
- } else {
- //console.log('B LIST');
- if(this._tailB.object != null) {
- ot = this._tailB;
- this._tailB = new LinkedList();
- ot.next = this._tailB;
- }
- this._tailB.object = QuadTree._object;
- }
- if(!this._canSubdivide) {
- return;
- }
- if(this._northWestTree != null) {
- this._northWestTree.addToList();
- }
- if(this._northEastTree != null) {
- this._northEastTree.addToList();
- }
- if(this._southEastTree != null) {
- this._southEastTree.addToList();
- }
- if(this._southWestTree != null) {
- this._southWestTree.addToList();
- }
- };
- QuadTree.prototype.execute = /**
- * QuadTree's other main function. Call this after adding objects
- * using QuadTree.load() to compare the objects that you loaded.
- *
- * @return Whether or not any overlaps were found.
- */
- function () {
- //console.log('quadtree execute');
- var overlapProcessed = false;
- var iterator;
- if(this._headA.object != null) {
- //console.log('---------------------------------------------------');
- //console.log('headA iterator');
- iterator = this._headA;
- while(iterator != null) {
- QuadTree._object = iterator.object;
- if(QuadTree._useBothLists) {
- QuadTree._iterator = this._headB;
- } else {
- QuadTree._iterator = iterator.next;
- }
- if(QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) {
- //console.log('headA iterator overlapped true');
- overlapProcessed = true;
- }
- iterator = iterator.next;
- }
- }
- //Advance through the tree by calling overlap on each child
- if((this._northWestTree != null) && this._northWestTree.execute()) {
- //console.log('NW quadtree execute');
- overlapProcessed = true;
- }
- if((this._northEastTree != null) && this._northEastTree.execute()) {
- //console.log('NE quadtree execute');
- overlapProcessed = true;
- }
- if((this._southEastTree != null) && this._southEastTree.execute()) {
- //console.log('SE quadtree execute');
- overlapProcessed = true;
- }
- if((this._southWestTree != null) && this._southWestTree.execute()) {
- //console.log('SW quadtree execute');
- overlapProcessed = true;
- }
- return overlapProcessed;
- };
- QuadTree.prototype.overlapNode = /**
- * An private for comparing an object against the contents of a node.
- *
- * @return Whether or not any overlaps were found.
- */
- function () {
- //console.log('overlapNode');
- //Walk the list and check for overlaps
- var overlapProcessed = false;
- var checkObject;
- while(QuadTree._iterator != null) {
- if(!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0)) {
- //console.log('break 1');
- break;
- }
- checkObject = QuadTree._iterator.object;
- if((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) {
- //console.log('break 2');
- QuadTree._iterator = QuadTree._iterator.next;
- continue;
- }
- //calculate bulk hull for QuadTree._object
- QuadTree._objectHullX = (QuadTree._object.x < QuadTree._object.last.x) ? QuadTree._object.x : QuadTree._object.last.x;
- QuadTree._objectHullY = (QuadTree._object.y < QuadTree._object.last.y) ? QuadTree._object.y : QuadTree._object.last.y;
- QuadTree._objectHullWidth = QuadTree._object.x - QuadTree._object.last.x;
- QuadTree._objectHullWidth = QuadTree._object.width + ((QuadTree._objectHullWidth > 0) ? QuadTree._objectHullWidth : -QuadTree._objectHullWidth);
- QuadTree._objectHullHeight = QuadTree._object.y - QuadTree._object.last.y;
- QuadTree._objectHullHeight = QuadTree._object.height + ((QuadTree._objectHullHeight > 0) ? QuadTree._objectHullHeight : -QuadTree._objectHullHeight);
- //calculate bulk hull for checkObject
- QuadTree._checkObjectHullX = (checkObject.x < checkObject.last.x) ? checkObject.x : checkObject.last.x;
- QuadTree._checkObjectHullY = (checkObject.y < checkObject.last.y) ? checkObject.y : checkObject.last.y;
- QuadTree._checkObjectHullWidth = checkObject.x - checkObject.last.x;
- QuadTree._checkObjectHullWidth = checkObject.width + ((QuadTree._checkObjectHullWidth > 0) ? QuadTree._checkObjectHullWidth : -QuadTree._checkObjectHullWidth);
- QuadTree._checkObjectHullHeight = checkObject.y - checkObject.last.y;
- QuadTree._checkObjectHullHeight = checkObject.height + ((QuadTree._checkObjectHullHeight > 0) ? QuadTree._checkObjectHullHeight : -QuadTree._checkObjectHullHeight);
- //check for intersection of the two hulls
- if((QuadTree._objectHullX + QuadTree._objectHullWidth > QuadTree._checkObjectHullX) && (QuadTree._objectHullX < QuadTree._checkObjectHullX + QuadTree._checkObjectHullWidth) && (QuadTree._objectHullY + QuadTree._objectHullHeight > QuadTree._checkObjectHullY) && (QuadTree._objectHullY < QuadTree._checkObjectHullY + QuadTree._checkObjectHullHeight)) {
- //console.log('intersection!');
- //Execute callback functions if they exist
- if((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject)) {
- overlapProcessed = true;
- }
- if(overlapProcessed && (QuadTree._notifyCallback != null)) {
- QuadTree._notifyCallback(QuadTree._object, checkObject);
- }
- }
- QuadTree._iterator = QuadTree._iterator.next;
- }
- return overlapProcessed;
- };
- return QuadTree;
-})(Rectangle);
-/// GameObject overlaps another.
- * Can be called with one object and one group, or two groups, or two objects,
- * whatever floats your boat! For maximum performance try bundling a lot of objects
- * together using a FlxGroup (or even bundling groups together!).
- *
- * NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.
- * - * @param ObjectOrGroup1 The first object or group you want to check. - * @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group. - * @param NotifyCallback A function with twoGameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap.
- * @param ProcessCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects!
- *
- * @return Whether any overlaps were detected.
- */
- function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) {
- if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; }
- if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; }
- if (typeof NotifyCallback === "undefined") { NotifyCallback = null; }
- if (typeof ProcessCallback === "undefined") { ProcessCallback = null; }
- if(ObjectOrGroup1 == null) {
- ObjectOrGroup1 = this.group;
- }
- if(ObjectOrGroup2 == ObjectOrGroup1) {
- ObjectOrGroup2 = null;
- }
- QuadTree.divisions = this.worldDivisions;
- var quadTree = new QuadTree(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
- quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback);
- var result = quadTree.execute();
- quadTree.destroy();
- quadTree = null;
- return result;
- };
- World.separate = /**
- * The main collision resolution in flixel.
- *
- * @param Object1 Any Sprite.
- * @param Object2 Any other Sprite.
- *
- * @return Whether the objects in fact touched and were separated.
- */
- function separate(Object1, Object2) {
- var separatedX = World.separateX(Object1, Object2);
- var separatedY = World.separateY(Object1, Object2);
- return separatedX || separatedY;
- };
- World.separateX = /**
- * The X-axis component of the object separation process.
- *
- * @param Object1 Any Sprite.
- * @param Object2 Any other Sprite.
- *
- * @return Whether the objects in fact touched and were separated along the X axis.
- */
- function separateX(Object1, Object2) {
- //can't separate two immovable objects
- var obj1immovable = Object1.immovable;
- var obj2immovable = Object2.immovable;
- if(obj1immovable && obj2immovable) {
- return false;
- }
- //If one of the objects is a tilemap, just pass it off.
- /*
- if (typeof Object1 === 'FlxTilemap')
- {
- return Object1.overlapsWithCallback(Object2, separateX);
- }
-
- if (typeof Object2 === 'FlxTilemap')
- {
- return Object2.overlapsWithCallback(Object1, separateX, true);
- }
- */
- //First, get the two object deltas
- var overlap = 0;
- var obj1delta = Object1.x - Object1.last.x;
- var obj2delta = Object2.x - Object2.last.x;
- if(obj1delta != obj2delta) {
- //Check if the X hulls actually overlap
- var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta;
- var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta;
- var obj1rect = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height);
- var obj2rect = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height);
- if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) {
- var maxOverlap = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS;
- //If they did overlap (and can), figure out by how much and flip the corresponding flags
- if(obj1delta > obj2delta) {
- overlap = Object1.x + Object1.width - Object2.x;
- if((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.RIGHT) || !(Object2.allowCollisions & GameObject.LEFT)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.RIGHT;
- Object2.touching |= GameObject.LEFT;
- }
- } else if(obj1delta < obj2delta) {
- overlap = Object1.x - Object2.width - Object2.x;
- if((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.LEFT) || !(Object2.allowCollisions & GameObject.RIGHT)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.LEFT;
- Object2.touching |= GameObject.RIGHT;
- }
- }
- }
- }
- //Then adjust their positions and velocities accordingly (if there was any overlap)
- if(overlap != 0) {
- var obj1v = Object1.velocity.x;
- var obj2v = Object2.velocity.x;
- if(!obj1immovable && !obj2immovable) {
- overlap *= 0.5;
- Object1.x = Object1.x - overlap;
- Object2.x += overlap;
- var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
- var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
- var average = (obj1velocity + obj2velocity) * 0.5;
- obj1velocity -= average;
- obj2velocity -= average;
- Object1.velocity.x = average + obj1velocity * Object1.elasticity;
- Object2.velocity.x = average + obj2velocity * Object2.elasticity;
- } else if(!obj1immovable) {
- Object1.x = Object1.x - overlap;
- Object1.velocity.x = obj2v - obj1v * Object1.elasticity;
- } else if(!obj2immovable) {
- Object2.x += overlap;
- Object2.velocity.x = obj1v - obj2v * Object2.elasticity;
- }
- return true;
- } else {
- return false;
- }
- };
- World.separateY = /**
- * The Y-axis component of the object separation process.
- *
- * @param Object1 Any Sprite.
- * @param Object2 Any other Sprite.
- *
- * @return Whether the objects in fact touched and were separated along the Y axis.
- */
- function separateY(Object1, Object2) {
- //can't separate two immovable objects
- var obj1immovable = Object1.immovable;
- var obj2immovable = Object2.immovable;
- if(obj1immovable && obj2immovable) {
- return false;
- }
- //If one of the objects is a tilemap, just pass it off.
- /*
- if (typeof Object1 === 'FlxTilemap')
- {
- return Object1.overlapsWithCallback(Object2, separateY);
- }
-
- if (typeof Object2 === 'FlxTilemap')
- {
- return Object2.overlapsWithCallback(Object1, separateY, true);
- }
- */
- //First, get the two object deltas
- var overlap = 0;
- var obj1delta = Object1.y - Object1.last.y;
- var obj2delta = Object2.y - Object2.last.y;
- if(obj1delta != obj2delta) {
- //Check if the Y hulls actually overlap
- var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta;
- var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta;
- var obj1rect = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs);
- var obj2rect = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs);
- if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) {
- var maxOverlap = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS;
- //If they did overlap (and can), figure out by how much and flip the corresponding flags
- if(obj1delta > obj2delta) {
- overlap = Object1.y + Object1.height - Object2.y;
- if((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.DOWN) || !(Object2.allowCollisions & GameObject.UP)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.DOWN;
- Object2.touching |= GameObject.UP;
- }
- } else if(obj1delta < obj2delta) {
- overlap = Object1.y - Object2.height - Object2.y;
- if((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.UP) || !(Object2.allowCollisions & GameObject.DOWN)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.UP;
- Object2.touching |= GameObject.DOWN;
- }
- }
- }
- }
- //Then adjust their positions and velocities accordingly (if there was any overlap)
- if(overlap != 0) {
- var obj1v = Object1.velocity.y;
- var obj2v = Object2.velocity.y;
- if(!obj1immovable && !obj2immovable) {
- overlap *= 0.5;
- Object1.y = Object1.y - overlap;
- Object2.y += overlap;
- var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
- var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
- var average = (obj1velocity + obj2velocity) * 0.5;
- obj1velocity -= average;
- obj2velocity -= average;
- Object1.velocity.y = average + obj1velocity * Object1.elasticity;
- Object2.velocity.y = average + obj2velocity * Object2.elasticity;
- } else if(!obj1immovable) {
- Object1.y = Object1.y - overlap;
- Object1.velocity.y = obj2v - obj1v * Object1.elasticity;
- //This is special case code that handles cases like horizontal moving platforms you can ride
- if(Object2.active && Object2.moves && (obj1delta > obj2delta)) {
- Object1.x += Object2.x - Object2.last.x;
- }
- } else if(!obj2immovable) {
- Object2.y += overlap;
- Object2.velocity.y = obj1v - obj2v * Object2.elasticity;
- //This is special case code that handles cases like horizontal moving platforms you can ride
- if(Object1.active && Object1.moves && (obj1delta < obj2delta)) {
- Object2.x += Object1.x - Object1.last.x;
- }
- }
- return true;
- } else {
- return false;
- }
- };
- return World;
-})();
-/// If binding was added using `Signal.addOnce()` it will be automatically removed from signal dispatch queue, this method is used internally for the signal dispatch.
- * @param {Array} [paramsArr] Array of parameters that should be passed to the listener - * @return {*} Value returned by the listener. - */ - function (paramsArr) { - var handlerReturn; - var params; - if(this.active && !!this._listener) { - params = this.params ? this.params.concat(paramsArr) : paramsArr; - handlerReturn = this._listener.apply(this.context, params); - if(this._isOnce) { - this.detach(); - } - } - return handlerReturn; - }; - SignalBinding.prototype.detach = /** - * Detach binding from signal. - * - alias to: mySignal.remove(myBinding.getListener()); - * @return {Function|null} Handler function bound to the signal or `null` if binding was previously detached. - */ - function () { - return this.isBound() ? this._signal.remove(this._listener, this.context) : null; - }; - SignalBinding.prototype.isBound = /** - * @return {Boolean} `true` if binding is still bound to the signal and have a listener. - */ - function () { - return (!!this._signal && !!this._listener); - }; - SignalBinding.prototype.isOnce = /** - * @return {boolean} If SignalBinding will only be executed once. - */ - function () { - return this._isOnce; - }; - SignalBinding.prototype.getListener = /** - * @return {Function} Handler function bound to the signal. - */ - function () { - return this._listener; - }; - SignalBinding.prototype.getSignal = /** - * @return {Signal} Signal that listener is currently bound to. - */ - function () { - return this._signal; - }; - SignalBinding.prototype._destroy = /** - * Delete instance properties - * @private - */ - function () { - delete this._signal; - delete this._listener; - delete this.context; - }; - SignalBinding.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[SignalBinding isOnce:' + this._isOnce + ', isBound:' + this.isBound() + ', active:' + this.active + ']'; - }; - return SignalBinding; -})(); -///IMPORTANT: Setting this property during a dispatch will only affect the next dispatch, if you want to stop the propagation of a signal use `halt()` instead.
- * @type boolean - */ - this.active = true; - } - Signal.VERSION = '1.0.0'; - Signal.prototype.validateListener = /** - * - * @method validateListener - * @param {Any} listener - * @param {Any} fnName - */ - function (listener, fnName) { - if(typeof listener !== 'function') { - throw new Error('listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName)); - } - }; - Signal.prototype._registerListener = /** - * @param {Function} listener - * @param {boolean} isOnce - * @param {Object} [listenerContext] - * @param {Number} [priority] - * @return {SignalBinding} - * @private - */ - function (listener, isOnce, listenerContext, priority) { - var prevIndex = this._indexOfListener(listener, listenerContext); - var binding; - if(prevIndex !== -1) { - binding = this._bindings[prevIndex]; - if(binding.isOnce() !== isOnce) { - throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.'); - } - } else { - binding = new SignalBinding(this, listener, isOnce, listenerContext, priority); - this._addBinding(binding); - } - if(this.memorize && this._prevParams) { - binding.execute(this._prevParams); - } - return binding; - }; - Signal.prototype._addBinding = /** - * - * @method _addBinding - * @param {SignalBinding} binding - * @private - */ - function (binding) { - //simplified insertion sort - var n = this._bindings.length; - do { - --n; - }while(this._bindings[n] && binding.priority <= this._bindings[n].priority); - this._bindings.splice(n + 1, 0, binding); - }; - Signal.prototype._indexOfListener = /** - * - * @method _indexOfListener - * @param {Function} listener - * @return {number} - * @private - */ - function (listener, context) { - var n = this._bindings.length; - var cur; - while(n--) { - cur = this._bindings[n]; - if(cur.getListener() === listener && cur.context === context) { - return n; - } - } - return -1; - }; - Signal.prototype.has = /** - * Check if listener was attached to Signal. - * @param {Function} listener - * @param {Object} [context] - * @return {boolean} if Signal has the specified listener. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - return this._indexOfListener(listener, context) !== -1; - }; - Signal.prototype.add = /** - * Add a listener to the signal. - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'add'); - return this._registerListener(listener, false, listenerContext, priority); - }; - Signal.prototype.addOnce = /** - * Add listener to the signal that should be removed after first execution (will be executed only once). - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'addOnce'); - return this._registerListener(listener, true, listenerContext, priority); - }; - Signal.prototype.remove = /** - * Remove a single listener from the dispatch queue. - * @param {Function} listener Handler function that should be removed. - * @param {Object} [context] Execution context (since you can add the same handler multiple times if executing in a different context). - * @return {Function} Listener handler function. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - this.validateListener(listener, 'remove'); - var i = this._indexOfListener(listener, context); - if(i !== -1) { - this._bindings[i]._destroy()//no reason to a SignalBinding exist if it isn't attached to a signal - ; - this._bindings.splice(i, 1); - } - return listener; - }; - Signal.prototype.removeAll = /** - * Remove all listeners from the Signal. - */ - function () { - var n = this._bindings.length; - while(n--) { - this._bindings[n]._destroy(); - } - this._bindings.length = 0; - }; - Signal.prototype.getNumListeners = /** - * @return {number} Number of listeners attached to the Signal. - */ - function () { - return this._bindings.length; - }; - Signal.prototype.halt = /** - * Stop propagation of the event, blocking the dispatch to next listeners on the queue. - *IMPORTANT: should be called only during signal dispatch, calling it before/after dispatch won't affect signal broadcast.
- * @see Signal.prototype.disable - */ - function () { - this._shouldPropagate = false; - }; - Signal.prototype.dispatch = /** - * Dispatch/Broadcast Signal to all listeners added to the queue. - * @param {...*} [params] Parameters that should be passed to each handler. - */ - function () { - var paramsArr = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - paramsArr[_i] = arguments[_i + 0]; - } - if(!this.active) { - return; - } - var n = this._bindings.length; - var bindings; - if(this.memorize) { - this._prevParams = paramsArr; - } - if(!n) { - //should come after memorize - return; - } - bindings = this._bindings.slice(0)//clone array in case add/remove items during dispatch - ; - this._shouldPropagate = true//in case `halt` was called before dispatch or during the previous dispatch. - ; - //execute all callbacks until end of the list or until a callback returns `false` or stops propagation - //reverse loop since listeners with higher priority will be added at the end of the list - do { - n--; - }while(bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false); - }; - Signal.prototype.forget = /** - * Forget memorized arguments. - * @see Signal.memorize - */ - function () { - this._prevParams = null; - }; - Signal.prototype.dispose = /** - * Remove all bindings from signal and destroy any reference to external objects (destroy Signal object). - *IMPORTANT: calling any method on the signal instance after calling dispose will throw errors.
- */ - function () { - this.removeAll(); - delete this._bindings; - delete this._prevParams; - }; - Signal.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[Signal active:' + this.active + ' numListeners:' + this.getNumListeners() + ']'; - }; - return Signal; -})(); -///Tilemap that helps expand collision opportunities and control.
-* You can use Tilemap.setTileProperties() to alter the collision properties and
-* callback functions and filters for this object to do things like one-way tiles or whatever.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Tile = (function (_super) {
- __extends(Tile, _super);
- /**
- * Instantiate this new tile object. This is usually called from FlxTilemap.loadMap().
- *
- * @param Tilemap A reference to the tilemap object creating the tile.
- * @param Index The actual core map data index for this tile type.
- * @param Width The width of the tile.
- * @param Height The height of the tile.
- * @param Visible Whether the tile is visible or not.
- * @param AllowCollisions The collision flags for the object. By default this value is ANY or NONE depending on the parameters sent to loadMap().
- */
- function Tile(game, Tilemap, Index, Width, Height, Visible, AllowCollisions) {
- _super.call(this, game, 0, 0, Width, Height);
- this.immovable = true;
- this.moves = false;
- this.callback = null;
- this.filter = null;
- this.tilemap = Tilemap;
- this.index = Index;
- this.visible = Visible;
- this.allowCollisions = AllowCollisions;
- this.mapIndex = 0;
- }
- Tile.prototype.destroy = /**
- * Clean up memory.
- */
- function () {
- _super.prototype.destroy.call(this);
- this.callback = null;
- this.tilemap = null;
- };
- return Tile;
-})(GameObject);
diff --git a/build/phaser-07.min.js b/build/phaser-07.min.js
deleted file mode 100644
index 3a62e4bc..00000000
--- a/build/phaser-07.min.js
+++ /dev/null
@@ -1 +0,0 @@
-var GameMath=(function(){function GameMath(game){this.globalSeed=Math.random();this._game=game}GameMath.PI=3.141592653589793;GameMath.PI_2=1.5707963267948966;GameMath.PI_4=0.7853981633974483;GameMath.PI_8=0.39269908169872414;GameMath.PI_16=0.19634954084936207;GameMath.TWO_PI=6.283185307179586;GameMath.THREE_PI_2=4.71238898038469;GameMath.E=2.71828182845905;GameMath.LN10=2.302585092994046;GameMath.LN2=0.6931471805599453;GameMath.LOG10E=0.4342944819032518;GameMath.LOG2E=1.4426950408889634;GameMath.SQRT1_2=0.7071067811865476;GameMath.SQRT2=1.4142135623730951;GameMath.DEG_TO_RAD=0.017453292519943295;GameMath.RAD_TO_DEG=57.29577951308232;GameMath.B_16=65536;GameMath.B_31=2147483648;GameMath.B_32=4294967296;GameMath.B_48=281474976710656;GameMath.B_53=9007199254740992;GameMath.B_64=18446744073709552000;GameMath.ONE_THIRD=0.3333333333333333;GameMath.TWO_THIRDS=0.6666666666666666;GameMath.ONE_SIXTH=0.16666666666666666;GameMath.COS_PI_3=0.8660254037844386;GameMath.SIN_2PI_3=0.03654595;GameMath.CIRCLE_ALPHA=0.5522847498307935;GameMath.ON=true;GameMath.OFF=false;GameMath.SHORT_EPSILON=0.1;GameMath.PERC_EPSILON=0.001;GameMath.EPSILON=0.0001;GameMath.LONG_EPSILON=1e-8;GameMath.prototype.computeMachineEpsilon=function(){var fourThirds=4/3;var third=fourThirds-1;var one=third+third+third;return Math.abs(1-one)};GameMath.prototype.fuzzyEqual=function(a,b,epsilon){if(typeof epsilon==="undefined"){epsilon=0.0001}return Math.abs(a-b)- * 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. - *
- * @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 - */ - function (chance) { - if (typeof chance === "undefined") { chance = 50; } - if(chance <= 0) { - return false; - } else if(chance >= 100) { - return true; - } else { - if(Math.random() * 100 >= chance) { - return false; - } else { - return true; - } - } - }; - GameMath.prototype.maxAdd = /** - * 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 - */ - function (value, amount, max) { - value += amount; - if(value > max) { - value = max; - } - return value; - }; - GameMath.prototype.minSub = /** - * 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 - */ - function (value, amount, min) { - value -= amount; - if(value < min) { - value = min; - } - return value; - }; - GameMath.prototype.wrapValue = /** - * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. - *Values must be positive integers, and are passed through Math.abs
- * - * @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 - */ - function (value, amount, max) { - var diff; - value = Math.abs(value); - amount = Math.abs(amount); - max = Math.abs(max); - diff = (value + amount) % max; - return diff; - }; - GameMath.prototype.randomSign = /** - * Randomly returns either a 1 or -1 - * - * @return 1 or -1 - */ - function () { - return (Math.random() > 0.5) ? 1 : -1; - }; - GameMath.prototype.isOdd = /** - * 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. - */ - function (n) { - if(n & 1) { - return true; - } else { - return false; - } - }; - GameMath.prototype.isEven = /** - * 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. - */ - function (n) { - if(n & 1) { - return false; - } else { - return true; - } - }; - GameMath.prototype.wrapAngle = /** - * Keeps an angle value between -180 and +180Number between 0 and 1.
- */
- function () {
- return this.globalSeed = this.srand(this.globalSeed);
- };
- GameMath.prototype.srand = /**
- * Generates a random number based on the seed provided.
- *
- * @param Seed A number between 0 and 1, used to generate a predictable random number (very optional).
- *
- * @return A Number between 0 and 1.
- */
- function (Seed) {
- return ((69621 * (Seed * 0x7FFFFFFF)) % 0x7FFFFFFF) / 0x7FFFFFFF;
- };
- GameMath.prototype.getRandom = /**
- * Fetch a random entry from the given array.
- * Will return null if random selection is missing, or array has no entries.
- * FlxG.getRandom() is deterministic and safe for use with replays/recordings.
- * HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings.
- *
- * @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.
- */
- function (Objects, StartIndex, Length) {
- if (typeof StartIndex === "undefined") { StartIndex = 0; }
- if (typeof Length === "undefined") { Length = 0; }
- if(Objects != null) {
- var l = Length;
- if((l == 0) || (l > Objects.length - StartIndex)) {
- l = Objects.length - StartIndex;
- }
- if(l > 0) {
- return Objects[StartIndex + Math.floor(Math.random() * l)];
- }
- }
- return null;
- };
- GameMath.prototype.floor = /**
- * 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.
- */
- function (Value) {
- var n = Value | 0;
- return (Value > 0) ? (n) : ((n != Value) ? (n - 1) : (n));
- };
- GameMath.prototype.ceil = /**
- * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3.
- *
- * @param Value Any number.
- *
- * @return The rounded value of that number.
- */
- function (Value) {
- var n = Value | 0;
- return (Value > 0) ? ((n != Value) ? (n + 1) : (n)) : (n);
- };
- GameMath.prototype.sinCosGenerator = /**
- * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at
- * - * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function - * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. - *
- * @param length The length of the wave - * @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param frequency The frequency of the sine and cosine table data - * @return Returns the sine table - * @see getSinTable - * @see getCosTable - */ - function (length, sinAmplitude, cosAmplitude, frequency) { - if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; } - if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; } - if (typeof frequency === "undefined") { frequency = 1.0; } - var sin = sinAmplitude; - var cos = cosAmplitude; - var frq = frequency * Math.PI / length; - this.cosTable = []; - this.sinTable = []; - for(var c = 0; c < length; c++) { - cos -= sin * frq; - sin += cos * frq; - this.cosTable[c] = cos; - this.sinTable[c] = sin; - } - return this.sinTable; - }; - return GameMath; -})(); -/** -* Point -* -* @desc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. -* -* @version 1.2 - 27th February 2013 -* @author Richard Davey -* @todo polar, interpolate -*/ -var Point = (function () { - /** - * Creates a new point. If you pass no parameters to this method, a point is created at (0,0). - * @class Point - * @constructor - * @param {Number} x One-liner. Default is ?. - * @param {Number} y One-liner. Default is ?. - **/ - function Point(x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - this.setTo(x, y); - } - Point.prototype.add = /** - * Adds the coordinates of another point to the coordinates of this point to create a new point. - * @method add - * @param {Point} point - The point to be added. - * @return {Point} The new Point object. - **/ - function (toAdd, output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x + toAdd.x, this.y + toAdd.y); - }; - Point.prototype.addTo = /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - function (x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - return this.setTo(this.x + x, this.y + y); - }; - Point.prototype.subtractFrom = /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - function (x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - return this.setTo(this.x - x, this.y - y); - }; - Point.prototype.invert = /** - * Inverts the x and y values of this point - * @method invert - * @return {Point} This Point object. - **/ - function () { - return this.setTo(this.y, this.x); - }; - Point.prototype.clamp = /** - * Clamps this Point object to be between the given min and max - * @method clamp - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.clampX(min, max); - this.clampY(min, max); - return this; - }; - Point.prototype.clampX = /** - * Clamps the x value of this Point object to be between the given min and max - * @method clampX - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.x = Math.max(Math.min(this.x, max), min); - return this; - }; - Point.prototype.clampY = /** - * Clamps the y value of this Point object to be between the given min and max - * @method clampY - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.x = Math.max(Math.min(this.x, max), min); - this.y = Math.max(Math.min(this.y, max), min); - return this; - }; - Point.prototype.clone = /** - * Creates a copy of this Point. - * @method clone - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - function (output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x, this.y); - }; - Point.prototype.copyFrom = /** - * Copies the point data from the source Point object into this Point object. - * @method copyFrom - * @param {Point} source - The point to copy from. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (source) { - return this.setTo(source.x, source.y); - }; - Point.prototype.copyTo = /** - * Copies the point data from this Point object to the given target Point object. - * @method copyTo - * @param {Point} target - The point to copy to. - * @return {Point} The target Point object. - **/ - function (target) { - return target.setTo(this.x, this.y); - }; - Point.prototype.distanceTo = /** - * Returns the distance from this Point object to the given Point object. - * @method distanceFrom - * @param {Point} target - The destination Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - function (target, round) { - if (typeof round === "undefined") { round = false; } - var dx = this.x - target.x; - var dy = this.y - target.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - Point.distanceBetween = /** - * Returns the distance between the two Point objects. - * @method distanceBetween - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between the two Point objects. - **/ - function distanceBetween(pointA, pointB, round) { - if (typeof round === "undefined") { round = false; } - var dx = pointA.x - pointB.x; - var dy = pointA.y - pointB.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - Point.prototype.distanceCompare = /** - * Returns true if the distance between this point and a target point is greater than or equal a specified distance. - * This avoids using a costly square root operation - * @method distanceCompare - * @param {Point} target - The Point object to use for comparison. - * @param {Number} distance - The distance to use for comparison. - * @return {Boolena} True if distance is >= specified distance. - **/ - function (target, distance) { - if(this.distanceTo(target) >= distance) { - return true; - } else { - return false; - } - }; - Point.prototype.equals = /** - * Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values. - * @method equals - * @param {Point} point - The point to compare against. - * @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal. - **/ - function (toCompare) { - if(this.x === toCompare.x && this.y === toCompare.y) { - return true; - } else { - return false; - } - }; - Point.prototype.interpolate = /** - * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. - * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). - * @method interpolate - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. - * @return {Point} The new interpolated Point object. - **/ - function (pointA, pointB, f) { - }; - Point.prototype.offset = /** - * Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value. - * The value of dy is added to the original value of y to create the new y value. - * @method offset - * @param {Number} dx - The amount by which to offset the horizontal coordinate, x. - * @param {Number} dy - The amount by which to offset the vertical coordinate, y. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (dx, dy) { - this.x += dx; - this.y += dy; - return this; - }; - Point.prototype.polar = /** - * Converts a pair of polar coordinates to a Cartesian point coordinate. - * @method polar - * @param {Number} length - The length coordinate of the polar pair. - * @param {Number} angle - The angle, in radians, of the polar pair. - * @return {Point} The new Cartesian Point object. - **/ - function (length, angle) { - }; - Point.prototype.setTo = /** - * Sets the x and y values of this Point object to the given coordinates. - * @method set - * @param {Number} x - The horizontal position of this point. - * @param {Number} y - The vertical position of this point. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (x, y) { - this.x = x; - this.y = y; - return this; - }; - Point.prototype.subtract = /** - * Subtracts the coordinates of another point from the coordinates of this point to create a new point. - * @method subtract - * @param {Point} point - The point to be subtracted. - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - function (point, output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x - point.x, this.y - point.y); - }; - Point.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; - }; - return Point; -})(); -///GameObject and Group extend this class,
-* as do the plugins. Has no size, position or graphical data.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Basic = (function () {
- /**
- * Instantiate the basic object.
- */
- function Basic(game) {
- /**
- * Allows you to give this object a name. Useful for debugging, but not actually used internally.
- */
- this.name = '';
- this._game = game;
- this.ID = -1;
- this.exists = true;
- this.active = true;
- this.visible = true;
- this.alive = true;
- this.isGroup = false;
- this.ignoreDrawDebug = false;
- }
- Basic.prototype.destroy = /**
- * Override this to null out iables or manually call
- * destroy() on class members if necessary.
- * Don't forget to call super.destroy()!
- */
- function () {
- };
- Basic.prototype.preUpdate = /**
- * Pre-update is called right before update() on each object in the game loop.
- */
- function () {
- };
- Basic.prototype.update = /**
- * Override this to update your class's position and appearance.
- * This is where most of your game rules and behavioral code will go.
- */
- function () {
- };
- Basic.prototype.postUpdate = /**
- * Post-update is called right after update() on each object in the game loop.
- */
- function () {
- };
- Basic.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) {
- };
- Basic.prototype.kill = /**
- * Handy for "killing" game objects.
- * Default behavior is to flag them as nonexistent AND dead.
- * However, if you want the "corpse" to remain in the game,
- * like to animate an effect or whatever, you should override this,
- * setting only alive to false, and leaving exists true.
- */
- function () {
- this.alive = false;
- this.exists = false;
- };
- Basic.prototype.revive = /**
- * Handy for bringing game objects "back to life". Just sets alive and exists back to true.
- * In practice, this is most often called by FlxObject.reset().
- */
- function () {
- this.alive = true;
- this.exists = true;
- };
- Basic.prototype.toString = /**
- * Convert object to readable string name. Useful for debugging, save games, etc.
- */
- function () {
- //return FlxU.getClassName(this, true);
- return "";
- };
- return Basic;
-})();
-/// GameObject overlaps this GameObject or FlxGroup.
- * If the group has a LOT of things in it, it might be faster to use FlxG.overlaps().
- * WARNING: Currently tilemaps do NOT support screen space overlap checks!
- *
- * @param ObjectOrGroup The object or group being tested.
- * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether or not the two objects overlap.
- */
- function (ObjectOrGroup, InScreenSpace, Camera) {
- if (typeof InScreenSpace === "undefined") { InScreenSpace = false; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(ObjectOrGroup.isGroup) {
- var results = false;
- var i = 0;
- var members = ObjectOrGroup.members;
- while(i < length) {
- if(this.overlaps(members[i++], InScreenSpace, Camera)) {
- results = true;
- }
- }
- return results;
- }
- /*
- if (typeof ObjectOrGroup === 'FlxTilemap')
- {
- //Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
- // we redirect the call to the tilemap overlap here.
- return ObjectOrGroup.overlaps(this, InScreenSpace, Camera);
- }
- */
- //var object: GameObject = ObjectOrGroup;
- if(!InScreenSpace) {
- return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > this.y) && (ObjectOrGroup.y < this.y + this.height);
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera);
- this.getScreenXY(this._point, Camera);
- return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
- };
- GameObject.prototype.overlapsAt = /**
- * Checks to see if this GameObject were located at the given position, would it overlap the GameObject or FlxGroup?
- * This is distinct from overlapsPoint(), which just checks that ponumber, rather than taking the object's size numbero account.
- * WARNING: Currently tilemaps do NOT support screen space overlap checks!
- *
- * @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
- * @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here.
- * @param ObjectOrGroup The object or group being tested.
- * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether or not the two objects overlap.
- */
- function (X, Y, ObjectOrGroup, InScreenSpace, Camera) {
- if (typeof InScreenSpace === "undefined") { InScreenSpace = false; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(ObjectOrGroup.isGroup) {
- var results = false;
- var basic;
- var i = 0;
- var members = ObjectOrGroup.members;
- while(i < length) {
- if(this.overlapsAt(X, Y, members[i++], InScreenSpace, Camera)) {
- results = true;
- }
- }
- return results;
- }
- /*
- if (typeof ObjectOrGroup === 'FlxTilemap')
- {
- //Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
- // we redirect the call to the tilemap overlap here.
- //However, since this is overlapsAt(), we also have to invent the appropriate position for the tilemap.
- //So we calculate the offset between the player and the requested position, and subtract that from the tilemap.
- var tilemap: FlxTilemap = ObjectOrGroup;
- return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera);
- }
- */
- //var object: GameObject = ObjectOrGroup;
- if(!InScreenSpace) {
- return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) && (ObjectOrGroup.y + ObjectOrGroup.height > Y) && (ObjectOrGroup.y < Y + this.height);
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- var objectScreenPos = ObjectOrGroup.getScreenXY(null, Camera);
- this._point.x = X - Camera.scroll.x * this.scrollFactor.x//copied from getScreenXY()
- ;
- this._point.y = Y - Camera.scroll.y * this.scrollFactor.y;
- this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001;
- this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001;
- return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
- };
- GameObject.prototype.overlapsPoint = /**
- * Checks to see if a ponumber in 2D world space overlaps this GameObject object.
- *
- * @param Point The ponumber in world space you want to check.
- * @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap.
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether or not the ponumber overlaps this object.
- */
- function (point, InScreenSpace, Camera) {
- if (typeof InScreenSpace === "undefined") { InScreenSpace = false; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(!InScreenSpace) {
- return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height);
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- var X = point.x - Camera.scroll.x;
- var Y = point.y - Camera.scroll.y;
- this.getScreenXY(this._point, Camera);
- return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height);
- };
- GameObject.prototype.onScreen = /**
- * Check and see if this object is currently on screen.
- *
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- *
- * @return Whether the object is on screen or not.
- */
- function (Camera) {
- if (typeof Camera === "undefined") { Camera = null; }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- this.getScreenXY(this._point, Camera);
- return (this._point.x + this.width > 0) && (this._point.x < Camera.width) && (this._point.y + this.height > 0) && (this._point.y < Camera.height);
- };
- GameObject.prototype.getScreenXY = /**
- * Call this to figure out the on-screen position of the object.
- *
- * @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
- * @param Point Takes a Point object and assigns the post-scrolled X and Y values of this object to it.
- *
- * @return The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object.
- */
- function (point, Camera) {
- if (typeof point === "undefined") { point = null; }
- if (typeof Camera === "undefined") { Camera = null; }
- if(point == null) {
- point = new Point();
- }
- if(Camera == null) {
- Camera = this._game.camera;
- }
- point.x = this.x - Camera.scroll.x * this.scrollFactor.x;
- point.y = this.y - Camera.scroll.y * this.scrollFactor.y;
- point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
- point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
- return point;
- };
- Object.defineProperty(GameObject.prototype, "solid", {
- get: /**
- * Whether the object collides or not. For more control over what directions
- * the object will collide from, use collision constants (like LEFT, FLOOR, etc)
- * to set the value of allowCollisions directly.
- */
- function () {
- return (this.allowCollisions & GameObject.ANY) > GameObject.NONE;
- },
- set: /**
- * @private
- */
- function (Solid) {
- if(Solid) {
- this.allowCollisions = GameObject.ANY;
- } else {
- this.allowCollisions = GameObject.NONE;
- }
- },
- enumerable: true,
- configurable: true
- });
- GameObject.prototype.getMidpoint = /**
- * Retrieve the midponumber of this object in world coordinates.
- *
- * @Point Allows you to pass in an existing Point object if you're so inclined. Otherwise a new one is created.
- *
- * @return A Point object containing the midponumber of this object in world coordinates.
- */
- function (point) {
- if (typeof point === "undefined") { point = null; }
- if(point == null) {
- point = new Point();
- }
- point.x = this.x + this.width * 0.5;
- point.y = this.y + this.height * 0.5;
- return point;
- };
- GameObject.prototype.reset = /**
- * Handy for reviving game objects.
- * Resets their existence flags and position.
- *
- * @param X The new X position of this object.
- * @param Y The new Y position of this object.
- */
- function (X, Y) {
- this.revive();
- this.touching = GameObject.NONE;
- this.wasTouching = GameObject.NONE;
- this.x = X;
- this.y = Y;
- this.last.x = X;
- this.last.y = Y;
- this.velocity.x = 0;
- this.velocity.y = 0;
- };
- GameObject.prototype.isTouching = /**
- * Handy for checking if this object is touching a particular surface.
- * For slightly better performance you can just & the value directly numbero touching.
- * However, this method is good for readability and accessibility.
- *
- * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
- *
- * @return Whether the object is touching an object in (any of) the specified direction(s) this frame.
- */
- function (Direction) {
- return (this.touching & Direction) > GameObject.NONE;
- };
- GameObject.prototype.justTouched = /**
- * Handy for checking if this object is just landed on a particular surface.
- *
- * @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
- *
- * @return Whether the object just landed on (any of) the specified surface(s) this frame.
- */
- function (Direction) {
- return ((this.touching & Direction) > GameObject.NONE) && ((this.wasTouching & Direction) <= GameObject.NONE);
- };
- GameObject.prototype.hurt = /**
- * Reduces the "health" variable of this sprite by the amount specified in Damage.
- * Calls kill() if health drops to or below zero.
- *
- * @param Damage How much health to take away (use a negative number to give a health bonus).
- */
- function (Damage) {
- this.health = this.health - Damage;
- if(this.health <= 0) {
- this.kill();
- }
- };
- GameObject.prototype.destroy = function () {
- };
- Object.defineProperty(GameObject.prototype, "x", {
- get: function () {
- return this.bounds.x;
- },
- set: function (value) {
- this.bounds.x = value;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "y", {
- get: function () {
- return this.bounds.y;
- },
- set: function (value) {
- this.bounds.y = value;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "rotation", {
- get: function () {
- return this._angle;
- },
- set: function (value) {
- this._angle = this._game.math.wrap(value, 360, 0);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "angle", {
- get: function () {
- return this._angle;
- },
- set: function (value) {
- this._angle = this._game.math.wrap(value, 360, 0);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "width", {
- get: function () {
- return this.bounds.width;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(GameObject.prototype, "height", {
- get: function () {
- return this.bounds.height;
- },
- enumerable: true,
- configurable: true
- });
- return GameObject;
-})(Basic);
-/// Basics.
-* NOTE: Although Group extends Basic, it will not automatically
-* add itself to the global collisions quad tree, it will only add its members.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Group = (function (_super) {
- __extends(Group, _super);
- function Group(game, MaxSize) {
- if (typeof MaxSize === "undefined") { MaxSize = 0; }
- _super.call(this, game);
- this.isGroup = true;
- this.members = [];
- this.length = 0;
- this._maxSize = MaxSize;
- this._marker = 0;
- this._sortIndex = null;
- }
- Group.ASCENDING = -1;
- Group.DESCENDING = 1;
- Group.prototype.destroy = /**
- * Override this function to handle any deleting or "shutdown" type operations you might need,
- * such as removing traditional Flash children like Basic objects.
- */
- function () {
- if(this.members != null) {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- basic.destroy();
- }
- }
- this.members.length = 0;
- }
- this._sortIndex = null;
- };
- Group.prototype.update = /**
- * Automatically goes through and calls update on everything you added.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists && basic.active) {
- basic.preUpdate();
- basic.update();
- basic.postUpdate();
- }
- }
- };
- Group.prototype.render = /**
- * Automatically goes through and calls render on everything you added.
- */
- function (camera, cameraOffsetX, cameraOffsetY) {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists && basic.visible) {
- basic.render(camera, cameraOffsetX, cameraOffsetY);
- }
- }
- };
- Object.defineProperty(Group.prototype, "maxSize", {
- get: /**
- * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
- */
- function () {
- return this._maxSize;
- },
- set: /**
- * @private
- */
- function (Size) {
- this._maxSize = Size;
- if(this._marker >= this._maxSize) {
- this._marker = 0;
- }
- if((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) {
- return;
- }
- //If the max size has shrunk, we need to get rid of some objects
- var basic;
- var i = this._maxSize;
- var l = this.members.length;
- while(i < l) {
- basic = this.members[i++];
- if(basic != null) {
- basic.destroy();
- }
- }
- this.length = this.members.length = this._maxSize;
- },
- enumerable: true,
- configurable: true
- });
- Group.prototype.add = /**
- * Adds a new Basic subclass (Basic, FlxBasic, Enemy, etc) to the group.
- * Group will try to replace a null member of the array first.
- * Failing that, Group will add it to the end of the member array,
- * assuming there is room for it, and doubling the size of the array if necessary.
- *
- * WARNING: If the group has a maxSize that has already been met, - * the object will NOT be added to the group!
- * - * @param Object The object you want to add to the group. - * - * @return The sameBasic object that was passed in.
- */
- function (Object) {
- //Don't bother adding an object twice.
- if(this.members.indexOf(Object) >= 0) {
- return Object;
- }
- //First, look for a null entry where we can add the object.
- var i = 0;
- var l = this.members.length;
- while(i < l) {
- if(this.members[i] == null) {
- this.members[i] = Object;
- if(i >= this.length) {
- this.length = i + 1;
- }
- return Object;
- }
- i++;
- }
- //Failing that, expand the array (if we can) and add the object.
- if(this._maxSize > 0) {
- if(this.members.length >= this._maxSize) {
- return Object;
- } else if(this.members.length * 2 <= this._maxSize) {
- this.members.length *= 2;
- } else {
- this.members.length = this._maxSize;
- }
- } else {
- this.members.length *= 2;
- }
- //If we made it this far, then we successfully grew the group,
- //and we can go ahead and add the object at the first open slot.
- this.members[i] = Object;
- this.length = i + 1;
- return Object;
- };
- Group.prototype.recycle = /**
- * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
- *
- * If you specified a maximum size for this group (like in Emitter), - * then recycle will employ what we're calling "rotating" recycling. - * Recycle() will first check to see if the group is at capacity yet. - * If group is not yet at capacity, recycle() returns a new object. - * If the group IS at capacity, then recycle() just returns the next object in line.
- * - *If you did NOT specify a maximum size for this group, - * then recycle() will employ what we're calling "grow-style" recycling. - * Recycle() will return either the first object with exists == false, - * or, finding none, add a new object to the array, - * doubling the size of the array if necessary.
- * - *WARNING: If this function needs to create a new object, - * and no object class was provided, it will return null - * instead of a valid object!
- * - * @param ObjectClass The class type you want to recycle (e.g. FlxBasic, EvilRobot, etc). Do NOT "new" the class in the parameter! - * - * @return A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;). - */ - function (ObjectClass) { - if (typeof ObjectClass === "undefined") { ObjectClass = null; } - var basic; - if(this._maxSize > 0) { - if(this.length < this._maxSize) { - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass()); - } else { - basic = this.members[this._marker++]; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - return basic; - } - } else { - basic = this.getFirstAvailable(ObjectClass); - if(basic != null) { - return basic; - } - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass()); - } - }; - Group.prototype.remove = /** - * Removes an object from the group. - * - * @param Object TheBasic you want to remove.
- * @param Splice Whether the object should be cut from the array entirely or not.
- *
- * @return The removed object.
- */
- function (Object, Splice) {
- if (typeof Splice === "undefined") { Splice = false; }
- var index = this.members.indexOf(Object);
- if((index < 0) || (index >= this.members.length)) {
- return null;
- }
- if(Splice) {
- this.members.splice(index, 1);
- this.length--;
- } else {
- this.members[index] = null;
- }
- return Object;
- };
- Group.prototype.replace = /**
- * Replaces an existing Basic with a new one.
- *
- * @param OldObject The object you want to replace.
- * @param NewObject The new object you want to use instead.
- *
- * @return The new object.
- */
- function (OldObject, NewObject) {
- var index = this.members.indexOf(OldObject);
- if((index < 0) || (index >= this.members.length)) {
- return null;
- }
- this.members[index] = NewObject;
- return NewObject;
- };
- Group.prototype.sort = /**
- * Call this function to sort the group according to a particular value and order.
- * For example, to sort game objects for Zelda-style overlaps you might call
- * myGroup.sort("y",Group.ASCENDING) at the bottom of your
- * FlxState.update() override. To sort all existing objects after
- * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING).
- *
- * @param Index The string name of the member variable you want to sort on. Default value is "y".
- * @param Order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING.
- */
- function (Index, Order) {
- if (typeof Index === "undefined") { Index = "y"; }
- if (typeof Order === "undefined") { Order = Group.ASCENDING; }
- this._sortIndex = Index;
- this._sortOrder = Order;
- this.members.sort(this.sortHandler);
- };
- Group.prototype.setAll = /**
- * Go through and set the specified variable to the specified value on all members of the group.
- *
- * @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor".
- * @param Value The value you want to assign to that variable.
- * @param Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable.
- */
- function (VariableName, Value, Recurse) {
- if (typeof Recurse === "undefined") { Recurse = true; }
- var basic;
- var i = 0;
- while(i < length) {
- basic = this.members[i++];
- if(basic != null) {
- if(Recurse && (basic.isGroup == true)) {
- basic['setAll'](VariableName, Value, Recurse);
- } else {
- basic[VariableName] = Value;
- }
- }
- }
- };
- Group.prototype.callAll = /**
- * Go through and call the specified function on all members of the group.
- * Currently only works on functions that have no required parameters.
- *
- * @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()".
- * @param Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function.
- */
- function (FunctionName, Recurse) {
- if (typeof Recurse === "undefined") { Recurse = true; }
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(Recurse && (basic.isGroup == true)) {
- basic['callAll'](FunctionName, Recurse);
- } else {
- basic[FunctionName]();
- }
- }
- }
- };
- Group.prototype.forEach = function (callback, Recurse) {
- if (typeof Recurse === "undefined") { Recurse = false; }
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(Recurse && (basic.isGroup == true)) {
- basic.forEach(callback, true);
- } else {
- callback.call(this, basic);
- }
- }
- }
- };
- Group.prototype.getFirstAvailable = /**
- * Call this function to retrieve the first object with exists == false in the group.
- * This is handy for recycling in general, e.g. respawning enemies.
- *
- * @param ObjectClass An optional parameter that lets you narrow the results to instances of this particular class.
- *
- * @return A Basic currently flagged as not existing.
- */
- function (ObjectClass) {
- if (typeof ObjectClass === "undefined") { ObjectClass = null; }
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.getFirstNull = /**
- * Call this function to retrieve the first index set to 'null'.
- * Returns -1 if no index stores a null object.
- *
- * @return An int indicating the first null slot in the group.
- */
- function () {
- var basic;
- var i = 0;
- var l = this.members.length;
- while(i < l) {
- if(this.members[i] == null) {
- return i;
- } else {
- i++;
- }
- }
- return -1;
- };
- Group.prototype.getFirstExtant = /**
- * Call this function to retrieve the first object with exists == true in the group.
- * This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
- *
- * @return A Basic currently flagged as existing.
- */
- function () {
- var basic;
- var i = 0;
- while(i < length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.getFirstAlive = /**
- * Call this function to retrieve the first object with dead == false in the group.
- * This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
- *
- * @return A Basic currently flagged as not dead.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists && basic.alive) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.getFirstDead = /**
- * Call this function to retrieve the first object with dead == true in the group.
- * This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
- *
- * @return A Basic currently flagged as dead.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && !basic.alive) {
- return basic;
- }
- }
- return null;
- };
- Group.prototype.countLiving = /**
- * Call this function to find out how many members of the group are not dead.
- *
- * @return The number of Basics flagged as not dead. Returns -1 if group is empty.
- */
- function () {
- var count = -1;
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(count < 0) {
- count = 0;
- }
- if(basic.exists && basic.alive) {
- count++;
- }
- }
- }
- return count;
- };
- Group.prototype.countDead = /**
- * Call this function to find out how many members of the group are dead.
- *
- * @return The number of Basics flagged as dead. Returns -1 if group is empty.
- */
- function () {
- var count = -1;
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if(basic != null) {
- if(count < 0) {
- count = 0;
- }
- if(!basic.alive) {
- count++;
- }
- }
- }
- return count;
- };
- Group.prototype.getRandom = /**
- * Returns a member at random from the group.
- *
- * @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 A Basic from the members list.
- */
- function (StartIndex, Length) {
- if (typeof StartIndex === "undefined") { StartIndex = 0; }
- if (typeof Length === "undefined") { Length = 0; }
- if(Length == 0) {
- Length = this.length;
- }
- return this._game.math.getRandom(this.members, StartIndex, Length);
- };
- Group.prototype.clear = /**
- * Remove all instances of Basic subclass (FlxBasic, FlxBlock, etc) from the list.
- * WARNING: does not destroy() or kill() any of these objects!
- */
- function () {
- this.length = this.members.length = 0;
- };
- Group.prototype.kill = /**
- * Calls kill on the group's members and then on the group itself.
- */
- function () {
- var basic;
- var i = 0;
- while(i < this.length) {
- basic = this.members[i++];
- if((basic != null) && basic.exists) {
- basic.kill();
- }
- }
- };
- Group.prototype.sortHandler = /**
- * Helper function for the sort process.
- *
- * @param Obj1 The first object being sorted.
- * @param Obj2 The second object being sorted.
- *
- * @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
- */
- function (Obj1, Obj2) {
- if(Obj1[this._sortIndex] < Obj2[this._sortIndex]) {
- return this._sortOrder;
- } else if(Obj1[this._sortIndex] > Obj2[this._sortIndex]) {
- return -this._sortOrder;
- }
- return 0;
- };
- return Group;
-})(Basic);
-/// Sprite to have slightly more specialized behavior
-* common to many game scenarios. You can override and extend this class
-* just like you would Sprite. While Emitter
-* used to work with just any old sprite, it now requires a
-* Particle based class.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Particle = (function (_super) {
- __extends(Particle, _super);
- /**
- * Instantiate a new particle. Like Sprite, all meaningful creation
- * happens during loadGraphic() or makeGraphic() or whatever.
- */
- function Particle(game) {
- _super.call(this, game);
- this.lifespan = 0;
- this.friction = 500;
- }
- Particle.prototype.update = /**
- * The particle's main update logic. Basically it checks to see if it should
- * be dead yet, and then has some special bounce behavior if there is some gravity on it.
- */
- function () {
- //lifespan behavior
- if(this.lifespan <= 0) {
- return;
- }
- this.lifespan -= this._game.time.elapsed;
- if(this.lifespan <= 0) {
- this.kill();
- }
- //simpler bounce/spin behavior for now
- if(this.touching) {
- if(this.angularVelocity != 0) {
- this.angularVelocity = -this.angularVelocity;
- }
- }
- if(this.acceleration.y > 0)//special behavior for particles with gravity
- {
- if(this.touching & GameObject.FLOOR) {
- this.drag.x = this.friction;
- if(!(this.wasTouching & GameObject.FLOOR)) {
- if(this.velocity.y < -this.elasticity * 10) {
- if(this.angularVelocity != 0) {
- this.angularVelocity *= -this.elasticity;
- }
- } else {
- this.velocity.y = 0;
- this.angularVelocity = 0;
- }
- }
- } else {
- this.drag.x = 0;
- }
- }
- };
- Particle.prototype.onEmit = /**
- * Triggered whenever this object is launched by a Emitter.
- * You can override this to add custom behavior like a sound or AI or something.
- */
- function () {
- };
- return Particle;
-})(Sprite);
-/// Emitter is a lightweight particle emitter.
-* It can be used for one-time explosions or for
-* continuous fx like rain and fire. Emitter
-* is not optimized or anything; all it does is launch
-* Particle objects out at set intervals
-* by setting their positions and velocities accordingly.
-* It is easy to use and relatively efficient,
-* relying on Group's RECYCLE POWERS.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Emitter = (function (_super) {
- __extends(Emitter, _super);
- /**
- * Creates a new FlxEmitter object at a specific position.
- * Does NOT automatically generate or attach particles!
- *
- * @param X The X position of the emitter.
- * @param Y The Y position of the emitter.
- * @param Size Optional, specifies a maximum capacity for this emitter.
- */
- function Emitter(game, X, Y, Size) {
- if (typeof X === "undefined") { X = 0; }
- if (typeof Y === "undefined") { Y = 0; }
- if (typeof Size === "undefined") { Size = 0; }
- _super.call(this, game, Size);
- this.x = X;
- this.y = Y;
- this.width = 0;
- this.height = 0;
- this.minParticleSpeed = new Point(-100, -100);
- this.maxParticleSpeed = new Point(100, 100);
- this.minRotation = -360;
- this.maxRotation = 360;
- this.gravity = 0;
- this.particleClass = null;
- this.particleDrag = new Point();
- this.frequency = 0.1;
- this.lifespan = 3;
- this.bounce = 0;
- this._quantity = 0;
- this._counter = 0;
- this._explode = true;
- this.on = false;
- this._point = new Point();
- }
- Emitter.prototype.destroy = /**
- * Clean up memory.
- */
- function () {
- this.minParticleSpeed = null;
- this.maxParticleSpeed = null;
- this.particleDrag = null;
- this.particleClass = null;
- this._point = null;
- _super.prototype.destroy.call(this);
- };
- Emitter.prototype.makeParticles = /**
- * This function generates a new array of particle sprites to attach to the emitter.
- *
- * @param Graphics If you opted to not pre-configure an array of FlxSprite objects, you can simply pass in a particle image or sprite sheet.
- * @param Quantity The number of particles to generate when using the "create from image" option.
- * @param BakedRotations How many frames of baked rotation to use (boosts performance). Set to zero to not use baked rotations.
- * @param Multiple Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
- * @param Collide Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
- *
- * @return This FlxEmitter instance (nice for chaining stuff together, if you're into that).
- */
- function (Graphics, Quantity, BakedRotations, Multiple, Collide) {
- if (typeof Quantity === "undefined") { Quantity = 50; }
- if (typeof BakedRotations === "undefined") { BakedRotations = 16; }
- if (typeof Multiple === "undefined") { Multiple = false; }
- if (typeof Collide === "undefined") { Collide = 0.8; }
- this.maxSize = Quantity;
- var totalFrames = 1;
- /*
- if(Multiple)
- {
- var sprite:Sprite = new Sprite(this._game);
- sprite.loadGraphic(Graphics,true);
- totalFrames = sprite.frames;
- sprite.destroy();
- }
- */
- var randomFrame;
- var particle;
- var i = 0;
- while(i < Quantity) {
- if(this.particleClass == null) {
- particle = new Particle(this._game);
- } else {
- particle = new this.particleClass(this._game);
- }
- if(Multiple) {
- /*
- randomFrame = this._game.math.random()*totalFrames;
- if(BakedRotations > 0)
- particle.loadRotatedGraphic(Graphics,BakedRotations,randomFrame);
- else
- {
- particle.loadGraphic(Graphics,true);
- particle.frame = randomFrame;
- }
- */
- } else {
- /*
- if (BakedRotations > 0)
- particle.loadRotatedGraphic(Graphics,BakedRotations);
- else
- particle.loadGraphic(Graphics);
- */
- if(Graphics) {
- particle.loadGraphic(Graphics);
- }
- }
- if(Collide > 0) {
- particle.width *= Collide;
- particle.height *= Collide;
- //particle.centerOffsets();
- } else {
- particle.allowCollisions = GameObject.NONE;
- }
- particle.exists = false;
- this.add(particle);
- i++;
- }
- return this;
- };
- Emitter.prototype.update = /**
- * Called automatically by the game loop, decides when to launch particles and when to "die".
- */
- function () {
- if(this.on) {
- if(this._explode) {
- this.on = false;
- var i = 0;
- var l = this._quantity;
- if((l <= 0) || (l > this.length)) {
- l = this.length;
- }
- while(i < l) {
- this.emitParticle();
- i++;
- }
- this._quantity = 0;
- } else {
- this._timer += this._game.time.elapsed;
- while((this.frequency > 0) && (this._timer > this.frequency) && this.on) {
- this._timer -= this.frequency;
- this.emitParticle();
- if((this._quantity > 0) && (++this._counter >= this._quantity)) {
- this.on = false;
- this._quantity = 0;
- }
- }
- }
- }
- _super.prototype.update.call(this);
- };
- Emitter.prototype.kill = /**
- * Call this function to turn off all the particles and the emitter.
- */
- function () {
- this.on = false;
- _super.prototype.kill.call(this);
- };
- Emitter.prototype.start = /**
- * Call this function to start emitting particles.
- *
- * @param Explode Whether the particles should all burst out at once.
- * @param Lifespan How long each particle lives once emitted. 0 = forever.
- * @param Frequency Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
- * @param Quantity How many particles to launch. 0 = "all of the particles".
- */
- function (Explode, Lifespan, Frequency, Quantity) {
- if (typeof Explode === "undefined") { Explode = true; }
- if (typeof Lifespan === "undefined") { Lifespan = 0; }
- if (typeof Frequency === "undefined") { Frequency = 0.1; }
- if (typeof Quantity === "undefined") { Quantity = 0; }
- this.revive();
- this.visible = true;
- this.on = true;
- this._explode = Explode;
- this.lifespan = Lifespan;
- this.frequency = Frequency;
- this._quantity += Quantity;
- this._counter = 0;
- this._timer = 0;
- };
- Emitter.prototype.emitParticle = /**
- * This function can be used both internally and externally to emit the next particle.
- */
- function () {
- var particle = this.recycle(Particle);
- particle.lifespan = this.lifespan;
- particle.elasticity = this.bounce;
- particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height);
- particle.visible = true;
- if(this.minParticleSpeed.x != this.maxParticleSpeed.x) {
- particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x);
- } else {
- particle.velocity.x = this.minParticleSpeed.x;
- }
- if(this.minParticleSpeed.y != this.maxParticleSpeed.y) {
- particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y);
- } else {
- particle.velocity.y = this.minParticleSpeed.y;
- }
- particle.acceleration.y = this.gravity;
- if(this.minRotation != this.maxRotation) {
- particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation);
- } else {
- particle.angularVelocity = this.minRotation;
- }
- if(particle.angularVelocity != 0) {
- particle.angle = this._game.math.random() * 360 - 180;
- }
- particle.drag.x = this.particleDrag.x;
- particle.drag.y = this.particleDrag.y;
- particle.onEmit();
- };
- Emitter.prototype.setSize = /**
- * A more compact way of setting the width and height of the emitter.
- *
- * @param Width The desired width of the emitter (particles are spawned randomly within these dimensions).
- * @param Height The desired height of the emitter.
- */
- function (Width, Height) {
- this.width = Width;
- this.height = Height;
- };
- Emitter.prototype.setXSpeed = /**
- * A more compact way of setting the X velocity range of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
- */
- function (Min, Max) {
- if (typeof Min === "undefined") { Min = 0; }
- if (typeof Max === "undefined") { Max = 0; }
- this.minParticleSpeed.x = Min;
- this.maxParticleSpeed.x = Max;
- };
- Emitter.prototype.setYSpeed = /**
- * A more compact way of setting the Y velocity range of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
- */
- function (Min, Max) {
- if (typeof Min === "undefined") { Min = 0; }
- if (typeof Max === "undefined") { Max = 0; }
- this.minParticleSpeed.y = Min;
- this.maxParticleSpeed.y = Max;
- };
- Emitter.prototype.setRotation = /**
- * A more compact way of setting the angular velocity constraints of the emitter.
- *
- * @param Min The minimum value for this range.
- * @param Max The maximum value for this range.
- */
- function (Min, Max) {
- if (typeof Min === "undefined") { Min = 0; }
- if (typeof Max === "undefined") { Max = 0; }
- this.minRotation = Min;
- this.maxRotation = Max;
- };
- Emitter.prototype.at = /**
- * Change the emitter's midpoint to match the midpoint of a FlxObject.
- *
- * @param Object The FlxObject that you want to sync up with.
- */
- function (Object) {
- Object.getMidpoint(this._point);
- this.x = this._point.x - (this.width >> 1);
- this.y = this._point.y - (this.height >> 1);
- };
- return Emitter;
-})(Group);
-/// QuadTree for how to use it, IF YOU DARE.
-*/
-var LinkedList = (function () {
- /**
- * Creates a new link, and sets object and next to null.
- */
- function LinkedList() {
- this.object = null;
- this.next = null;
- }
- LinkedList.prototype.destroy = /**
- * Clean up memory.
- */
- function () {
- this.object = null;
- if(this.next != null) {
- this.next.destroy();
- }
- this.next = null;
- };
- return LinkedList;
-})();
-/// myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true.
- * @param ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate().
- */
- function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) {
- if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; }
- if (typeof NotifyCallback === "undefined") { NotifyCallback = null; }
- if (typeof ProcessCallback === "undefined") { ProcessCallback = null; }
- //console.log('quadtree load', QuadTree.divisions, ObjectOrGroup1, ObjectOrGroup2);
- this.add(ObjectOrGroup1, QuadTree.A_LIST);
- if(ObjectOrGroup2 != null) {
- this.add(ObjectOrGroup2, QuadTree.B_LIST);
- QuadTree._useBothLists = true;
- } else {
- QuadTree._useBothLists = false;
- }
- QuadTree._notifyCallback = NotifyCallback;
- QuadTree._processingCallback = ProcessCallback;
- //console.log('use both', QuadTree._useBothLists);
- //console.log('------------ end of load');
- };
- QuadTree.prototype.add = /**
- * Call this function to add an object to the root of the tree.
- * This function will recursively add all group members, but
- * not the groups themselves.
- *
- * @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly.
- * @param List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST.
- */
- function (ObjectOrGroup, List) {
- QuadTree._list = List;
- if(ObjectOrGroup.isGroup == true) {
- var i = 0;
- var basic;
- var members = ObjectOrGroup['members'];
- var l = ObjectOrGroup['length'];
- while(i < l) {
- basic = members[i++];
- if((basic != null) && basic.exists) {
- if(basic.isGroup) {
- this.add(basic, List);
- } else {
- QuadTree._object = basic;
- if(QuadTree._object.exists && QuadTree._object.allowCollisions) {
- QuadTree._objectLeftEdge = QuadTree._object.x;
- QuadTree._objectTopEdge = QuadTree._object.y;
- QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width;
- QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height;
- this.addObject();
- }
- }
- }
- }
- } else {
- QuadTree._object = ObjectOrGroup;
- //console.log('add - not group:', ObjectOrGroup.name);
- if(QuadTree._object.exists && QuadTree._object.allowCollisions) {
- QuadTree._objectLeftEdge = QuadTree._object.x;
- QuadTree._objectTopEdge = QuadTree._object.y;
- QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width;
- QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height;
- //console.log('object properties', QuadTree._objectLeftEdge, QuadTree._objectTopEdge, QuadTree._objectRightEdge, QuadTree._objectBottomEdge);
- this.addObject();
- }
- }
- };
- QuadTree.prototype.addObject = /**
- * Internal function for recursively navigating and creating the tree
- * while adding objects to the appropriate nodes.
- */
- function () {
- //console.log('addObject');
- //If this quad (not its children) lies entirely inside this object, add it here
- if(!this._canSubdivide || ((this._leftEdge >= QuadTree._objectLeftEdge) && (this._rightEdge <= QuadTree._objectRightEdge) && (this._topEdge >= QuadTree._objectTopEdge) && (this._bottomEdge <= QuadTree._objectBottomEdge))) {
- //console.log('add To List');
- this.addToList();
- return;
- }
- //See if the selected object fits completely inside any of the quadrants
- if((QuadTree._objectLeftEdge > this._leftEdge) && (QuadTree._objectRightEdge < this._midpointX)) {
- if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) {
- //console.log('Adding NW tree');
- if(this._northWestTree == null) {
- this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- this._northWestTree.addObject();
- return;
- }
- if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) {
- //console.log('Adding SW tree');
- if(this._southWestTree == null) {
- this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- this._southWestTree.addObject();
- return;
- }
- }
- if((QuadTree._objectLeftEdge > this._midpointX) && (QuadTree._objectRightEdge < this._rightEdge)) {
- if((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) {
- //console.log('Adding NE tree');
- if(this._northEastTree == null) {
- this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- this._northEastTree.addObject();
- return;
- }
- if((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) {
- //console.log('Adding SE tree');
- if(this._southEastTree == null) {
- this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- this._southEastTree.addObject();
- return;
- }
- }
- //If it wasn't completely contained we have to check out the partial overlaps
- if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) {
- if(this._northWestTree == null) {
- this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to north west partial tree');
- this._northWestTree.addObject();
- }
- if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) {
- if(this._northEastTree == null) {
- this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to north east partial tree');
- this._northEastTree.addObject();
- }
- if((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) {
- if(this._southEastTree == null) {
- this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to south east partial tree');
- this._southEastTree.addObject();
- }
- if((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) {
- if(this._southWestTree == null) {
- this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
- }
- //console.log('added to south west partial tree');
- this._southWestTree.addObject();
- }
- };
- QuadTree.prototype.addToList = /**
- * Internal function for recursively adding objects to leaf lists.
- */
- function () {
- //console.log('Adding to List');
- var ot;
- if(QuadTree._list == QuadTree.A_LIST) {
- //console.log('A LIST');
- if(this._tailA.object != null) {
- ot = this._tailA;
- this._tailA = new LinkedList();
- ot.next = this._tailA;
- }
- this._tailA.object = QuadTree._object;
- } else {
- //console.log('B LIST');
- if(this._tailB.object != null) {
- ot = this._tailB;
- this._tailB = new LinkedList();
- ot.next = this._tailB;
- }
- this._tailB.object = QuadTree._object;
- }
- if(!this._canSubdivide) {
- return;
- }
- if(this._northWestTree != null) {
- this._northWestTree.addToList();
- }
- if(this._northEastTree != null) {
- this._northEastTree.addToList();
- }
- if(this._southEastTree != null) {
- this._southEastTree.addToList();
- }
- if(this._southWestTree != null) {
- this._southWestTree.addToList();
- }
- };
- QuadTree.prototype.execute = /**
- * QuadTree's other main function. Call this after adding objects
- * using QuadTree.load() to compare the objects that you loaded.
- *
- * @return Whether or not any overlaps were found.
- */
- function () {
- //console.log('quadtree execute');
- var overlapProcessed = false;
- var iterator;
- if(this._headA.object != null) {
- //console.log('---------------------------------------------------');
- //console.log('headA iterator');
- iterator = this._headA;
- while(iterator != null) {
- QuadTree._object = iterator.object;
- if(QuadTree._useBothLists) {
- QuadTree._iterator = this._headB;
- } else {
- QuadTree._iterator = iterator.next;
- }
- if(QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) {
- //console.log('headA iterator overlapped true');
- overlapProcessed = true;
- }
- iterator = iterator.next;
- }
- }
- //Advance through the tree by calling overlap on each child
- if((this._northWestTree != null) && this._northWestTree.execute()) {
- //console.log('NW quadtree execute');
- overlapProcessed = true;
- }
- if((this._northEastTree != null) && this._northEastTree.execute()) {
- //console.log('NE quadtree execute');
- overlapProcessed = true;
- }
- if((this._southEastTree != null) && this._southEastTree.execute()) {
- //console.log('SE quadtree execute');
- overlapProcessed = true;
- }
- if((this._southWestTree != null) && this._southWestTree.execute()) {
- //console.log('SW quadtree execute');
- overlapProcessed = true;
- }
- return overlapProcessed;
- };
- QuadTree.prototype.overlapNode = /**
- * An private for comparing an object against the contents of a node.
- *
- * @return Whether or not any overlaps were found.
- */
- function () {
- //console.log('overlapNode');
- //Walk the list and check for overlaps
- var overlapProcessed = false;
- var checkObject;
- while(QuadTree._iterator != null) {
- if(!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0)) {
- //console.log('break 1');
- break;
- }
- checkObject = QuadTree._iterator.object;
- if((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) {
- //console.log('break 2');
- QuadTree._iterator = QuadTree._iterator.next;
- continue;
- }
- //calculate bulk hull for QuadTree._object
- QuadTree._objectHullX = (QuadTree._object.x < QuadTree._object.last.x) ? QuadTree._object.x : QuadTree._object.last.x;
- QuadTree._objectHullY = (QuadTree._object.y < QuadTree._object.last.y) ? QuadTree._object.y : QuadTree._object.last.y;
- QuadTree._objectHullWidth = QuadTree._object.x - QuadTree._object.last.x;
- QuadTree._objectHullWidth = QuadTree._object.width + ((QuadTree._objectHullWidth > 0) ? QuadTree._objectHullWidth : -QuadTree._objectHullWidth);
- QuadTree._objectHullHeight = QuadTree._object.y - QuadTree._object.last.y;
- QuadTree._objectHullHeight = QuadTree._object.height + ((QuadTree._objectHullHeight > 0) ? QuadTree._objectHullHeight : -QuadTree._objectHullHeight);
- //calculate bulk hull for checkObject
- QuadTree._checkObjectHullX = (checkObject.x < checkObject.last.x) ? checkObject.x : checkObject.last.x;
- QuadTree._checkObjectHullY = (checkObject.y < checkObject.last.y) ? checkObject.y : checkObject.last.y;
- QuadTree._checkObjectHullWidth = checkObject.x - checkObject.last.x;
- QuadTree._checkObjectHullWidth = checkObject.width + ((QuadTree._checkObjectHullWidth > 0) ? QuadTree._checkObjectHullWidth : -QuadTree._checkObjectHullWidth);
- QuadTree._checkObjectHullHeight = checkObject.y - checkObject.last.y;
- QuadTree._checkObjectHullHeight = checkObject.height + ((QuadTree._checkObjectHullHeight > 0) ? QuadTree._checkObjectHullHeight : -QuadTree._checkObjectHullHeight);
- //check for intersection of the two hulls
- if((QuadTree._objectHullX + QuadTree._objectHullWidth > QuadTree._checkObjectHullX) && (QuadTree._objectHullX < QuadTree._checkObjectHullX + QuadTree._checkObjectHullWidth) && (QuadTree._objectHullY + QuadTree._objectHullHeight > QuadTree._checkObjectHullY) && (QuadTree._objectHullY < QuadTree._checkObjectHullY + QuadTree._checkObjectHullHeight)) {
- //console.log('intersection!');
- //Execute callback functions if they exist
- if((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject)) {
- overlapProcessed = true;
- }
- if(overlapProcessed && (QuadTree._notifyCallback != null)) {
- QuadTree._notifyCallback(QuadTree._object, checkObject);
- }
- }
- QuadTree._iterator = QuadTree._iterator.next;
- }
- return overlapProcessed;
- };
- return QuadTree;
-})(Rectangle);
-/// GameObject overlaps another.
- * Can be called with one object and one group, or two groups, or two objects,
- * whatever floats your boat! For maximum performance try bundling a lot of objects
- * together using a FlxGroup (or even bundling groups together!).
- *
- * NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.
- * - * @param ObjectOrGroup1 The first object or group you want to check. - * @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group. - * @param NotifyCallback A function with twoGameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap.
- * @param ProcessCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects!
- *
- * @return Whether any overlaps were detected.
- */
- function (ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback) {
- if (typeof ObjectOrGroup1 === "undefined") { ObjectOrGroup1 = null; }
- if (typeof ObjectOrGroup2 === "undefined") { ObjectOrGroup2 = null; }
- if (typeof NotifyCallback === "undefined") { NotifyCallback = null; }
- if (typeof ProcessCallback === "undefined") { ProcessCallback = null; }
- if(ObjectOrGroup1 == null) {
- ObjectOrGroup1 = this.group;
- }
- if(ObjectOrGroup2 == ObjectOrGroup1) {
- ObjectOrGroup2 = null;
- }
- QuadTree.divisions = this.worldDivisions;
- var quadTree = new QuadTree(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
- quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback);
- var result = quadTree.execute();
- quadTree.destroy();
- quadTree = null;
- return result;
- };
- World.separate = /**
- * The main collision resolution in flixel.
- *
- * @param Object1 Any Sprite.
- * @param Object2 Any other Sprite.
- *
- * @return Whether the objects in fact touched and were separated.
- */
- function separate(Object1, Object2) {
- var separatedX = World.separateX(Object1, Object2);
- var separatedY = World.separateY(Object1, Object2);
- return separatedX || separatedY;
- };
- World.separateX = /**
- * The X-axis component of the object separation process.
- *
- * @param Object1 Any Sprite.
- * @param Object2 Any other Sprite.
- *
- * @return Whether the objects in fact touched and were separated along the X axis.
- */
- function separateX(Object1, Object2) {
- //can't separate two immovable objects
- var obj1immovable = Object1.immovable;
- var obj2immovable = Object2.immovable;
- if(obj1immovable && obj2immovable) {
- return false;
- }
- //If one of the objects is a tilemap, just pass it off.
- /*
- if (typeof Object1 === 'FlxTilemap')
- {
- return Object1.overlapsWithCallback(Object2, separateX);
- }
-
- if (typeof Object2 === 'FlxTilemap')
- {
- return Object2.overlapsWithCallback(Object1, separateX, true);
- }
- */
- //First, get the two object deltas
- var overlap = 0;
- var obj1delta = Object1.x - Object1.last.x;
- var obj2delta = Object2.x - Object2.last.x;
- if(obj1delta != obj2delta) {
- //Check if the X hulls actually overlap
- var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta;
- var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta;
- var obj1rect = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height);
- var obj2rect = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height);
- if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) {
- var maxOverlap = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS;
- //If they did overlap (and can), figure out by how much and flip the corresponding flags
- if(obj1delta > obj2delta) {
- overlap = Object1.x + Object1.width - Object2.x;
- if((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.RIGHT) || !(Object2.allowCollisions & GameObject.LEFT)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.RIGHT;
- Object2.touching |= GameObject.LEFT;
- }
- } else if(obj1delta < obj2delta) {
- overlap = Object1.x - Object2.width - Object2.x;
- if((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.LEFT) || !(Object2.allowCollisions & GameObject.RIGHT)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.LEFT;
- Object2.touching |= GameObject.RIGHT;
- }
- }
- }
- }
- //Then adjust their positions and velocities accordingly (if there was any overlap)
- if(overlap != 0) {
- var obj1v = Object1.velocity.x;
- var obj2v = Object2.velocity.x;
- if(!obj1immovable && !obj2immovable) {
- overlap *= 0.5;
- Object1.x = Object1.x - overlap;
- Object2.x += overlap;
- var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
- var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
- var average = (obj1velocity + obj2velocity) * 0.5;
- obj1velocity -= average;
- obj2velocity -= average;
- Object1.velocity.x = average + obj1velocity * Object1.elasticity;
- Object2.velocity.x = average + obj2velocity * Object2.elasticity;
- } else if(!obj1immovable) {
- Object1.x = Object1.x - overlap;
- Object1.velocity.x = obj2v - obj1v * Object1.elasticity;
- } else if(!obj2immovable) {
- Object2.x += overlap;
- Object2.velocity.x = obj1v - obj2v * Object2.elasticity;
- }
- return true;
- } else {
- return false;
- }
- };
- World.separateY = /**
- * The Y-axis component of the object separation process.
- *
- * @param Object1 Any Sprite.
- * @param Object2 Any other Sprite.
- *
- * @return Whether the objects in fact touched and were separated along the Y axis.
- */
- function separateY(Object1, Object2) {
- //can't separate two immovable objects
- var obj1immovable = Object1.immovable;
- var obj2immovable = Object2.immovable;
- if(obj1immovable && obj2immovable) {
- return false;
- }
- //If one of the objects is a tilemap, just pass it off.
- /*
- if (typeof Object1 === 'FlxTilemap')
- {
- return Object1.overlapsWithCallback(Object2, separateY);
- }
-
- if (typeof Object2 === 'FlxTilemap')
- {
- return Object2.overlapsWithCallback(Object1, separateY, true);
- }
- */
- //First, get the two object deltas
- var overlap = 0;
- var obj1delta = Object1.y - Object1.last.y;
- var obj2delta = Object2.y - Object2.last.y;
- if(obj1delta != obj2delta) {
- //Check if the Y hulls actually overlap
- var obj1deltaAbs = (obj1delta > 0) ? obj1delta : -obj1delta;
- var obj2deltaAbs = (obj2delta > 0) ? obj2delta : -obj2delta;
- var obj1rect = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs);
- var obj2rect = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs);
- if((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) {
- var maxOverlap = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS;
- //If they did overlap (and can), figure out by how much and flip the corresponding flags
- if(obj1delta > obj2delta) {
- overlap = Object1.y + Object1.height - Object2.y;
- if((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.DOWN) || !(Object2.allowCollisions & GameObject.UP)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.DOWN;
- Object2.touching |= GameObject.UP;
- }
- } else if(obj1delta < obj2delta) {
- overlap = Object1.y - Object2.height - Object2.y;
- if((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.UP) || !(Object2.allowCollisions & GameObject.DOWN)) {
- overlap = 0;
- } else {
- Object1.touching |= GameObject.UP;
- Object2.touching |= GameObject.DOWN;
- }
- }
- }
- }
- //Then adjust their positions and velocities accordingly (if there was any overlap)
- if(overlap != 0) {
- var obj1v = Object1.velocity.y;
- var obj2v = Object2.velocity.y;
- if(!obj1immovable && !obj2immovable) {
- overlap *= 0.5;
- Object1.y = Object1.y - overlap;
- Object2.y += overlap;
- var obj1velocity = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
- var obj2velocity = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
- var average = (obj1velocity + obj2velocity) * 0.5;
- obj1velocity -= average;
- obj2velocity -= average;
- Object1.velocity.y = average + obj1velocity * Object1.elasticity;
- Object2.velocity.y = average + obj2velocity * Object2.elasticity;
- } else if(!obj1immovable) {
- Object1.y = Object1.y - overlap;
- Object1.velocity.y = obj2v - obj1v * Object1.elasticity;
- //This is special case code that handles cases like horizontal moving platforms you can ride
- if(Object2.active && Object2.moves && (obj1delta > obj2delta)) {
- Object1.x += Object2.x - Object2.last.x;
- }
- } else if(!obj2immovable) {
- Object2.y += overlap;
- Object2.velocity.y = obj1v - obj2v * Object2.elasticity;
- //This is special case code that handles cases like horizontal moving platforms you can ride
- if(Object1.active && Object1.moves && (obj1delta < obj2delta)) {
- Object2.x += Object1.x - Object1.last.x;
- }
- }
- return true;
- } else {
- return false;
- }
- };
- return World;
-})();
-/// If binding was added using `Signal.addOnce()` it will be automatically removed from signal dispatch queue, this method is used internally for the signal dispatch.
- * @param {Array} [paramsArr] Array of parameters that should be passed to the listener - * @return {*} Value returned by the listener. - */ - function (paramsArr) { - var handlerReturn; - var params; - if(this.active && !!this._listener) { - params = this.params ? this.params.concat(paramsArr) : paramsArr; - handlerReturn = this._listener.apply(this.context, params); - if(this._isOnce) { - this.detach(); - } - } - return handlerReturn; - }; - SignalBinding.prototype.detach = /** - * Detach binding from signal. - * - alias to: mySignal.remove(myBinding.getListener()); - * @return {Function|null} Handler function bound to the signal or `null` if binding was previously detached. - */ - function () { - return this.isBound() ? this._signal.remove(this._listener, this.context) : null; - }; - SignalBinding.prototype.isBound = /** - * @return {Boolean} `true` if binding is still bound to the signal and have a listener. - */ - function () { - return (!!this._signal && !!this._listener); - }; - SignalBinding.prototype.isOnce = /** - * @return {boolean} If SignalBinding will only be executed once. - */ - function () { - return this._isOnce; - }; - SignalBinding.prototype.getListener = /** - * @return {Function} Handler function bound to the signal. - */ - function () { - return this._listener; - }; - SignalBinding.prototype.getSignal = /** - * @return {Signal} Signal that listener is currently bound to. - */ - function () { - return this._signal; - }; - SignalBinding.prototype._destroy = /** - * Delete instance properties - * @private - */ - function () { - delete this._signal; - delete this._listener; - delete this.context; - }; - SignalBinding.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[SignalBinding isOnce:' + this._isOnce + ', isBound:' + this.isBound() + ', active:' + this.active + ']'; - }; - return SignalBinding; -})(); -///IMPORTANT: Setting this property during a dispatch will only affect the next dispatch, if you want to stop the propagation of a signal use `halt()` instead.
- * @type boolean - */ - this.active = true; - } - Signal.VERSION = '1.0.0'; - Signal.prototype.validateListener = /** - * - * @method validateListener - * @param {Any} listener - * @param {Any} fnName - */ - function (listener, fnName) { - if(typeof listener !== 'function') { - throw new Error('listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName)); - } - }; - Signal.prototype._registerListener = /** - * @param {Function} listener - * @param {boolean} isOnce - * @param {Object} [listenerContext] - * @param {Number} [priority] - * @return {SignalBinding} - * @private - */ - function (listener, isOnce, listenerContext, priority) { - var prevIndex = this._indexOfListener(listener, listenerContext); - var binding; - if(prevIndex !== -1) { - binding = this._bindings[prevIndex]; - if(binding.isOnce() !== isOnce) { - throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.'); - } - } else { - binding = new SignalBinding(this, listener, isOnce, listenerContext, priority); - this._addBinding(binding); - } - if(this.memorize && this._prevParams) { - binding.execute(this._prevParams); - } - return binding; - }; - Signal.prototype._addBinding = /** - * - * @method _addBinding - * @param {SignalBinding} binding - * @private - */ - function (binding) { - //simplified insertion sort - var n = this._bindings.length; - do { - --n; - }while(this._bindings[n] && binding.priority <= this._bindings[n].priority); - this._bindings.splice(n + 1, 0, binding); - }; - Signal.prototype._indexOfListener = /** - * - * @method _indexOfListener - * @param {Function} listener - * @return {number} - * @private - */ - function (listener, context) { - var n = this._bindings.length; - var cur; - while(n--) { - cur = this._bindings[n]; - if(cur.getListener() === listener && cur.context === context) { - return n; - } - } - return -1; - }; - Signal.prototype.has = /** - * Check if listener was attached to Signal. - * @param {Function} listener - * @param {Object} [context] - * @return {boolean} if Signal has the specified listener. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - return this._indexOfListener(listener, context) !== -1; - }; - Signal.prototype.add = /** - * Add a listener to the signal. - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'add'); - return this._registerListener(listener, false, listenerContext, priority); - }; - Signal.prototype.addOnce = /** - * Add listener to the signal that should be removed after first execution (will be executed only once). - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'addOnce'); - return this._registerListener(listener, true, listenerContext, priority); - }; - Signal.prototype.remove = /** - * Remove a single listener from the dispatch queue. - * @param {Function} listener Handler function that should be removed. - * @param {Object} [context] Execution context (since you can add the same handler multiple times if executing in a different context). - * @return {Function} Listener handler function. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - this.validateListener(listener, 'remove'); - var i = this._indexOfListener(listener, context); - if(i !== -1) { - this._bindings[i]._destroy()//no reason to a SignalBinding exist if it isn't attached to a signal - ; - this._bindings.splice(i, 1); - } - return listener; - }; - Signal.prototype.removeAll = /** - * Remove all listeners from the Signal. - */ - function () { - var n = this._bindings.length; - while(n--) { - this._bindings[n]._destroy(); - } - this._bindings.length = 0; - }; - Signal.prototype.getNumListeners = /** - * @return {number} Number of listeners attached to the Signal. - */ - function () { - return this._bindings.length; - }; - Signal.prototype.halt = /** - * Stop propagation of the event, blocking the dispatch to next listeners on the queue. - *IMPORTANT: should be called only during signal dispatch, calling it before/after dispatch won't affect signal broadcast.
- * @see Signal.prototype.disable - */ - function () { - this._shouldPropagate = false; - }; - Signal.prototype.dispatch = /** - * Dispatch/Broadcast Signal to all listeners added to the queue. - * @param {...*} [params] Parameters that should be passed to each handler. - */ - function () { - var paramsArr = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - paramsArr[_i] = arguments[_i + 0]; - } - if(!this.active) { - return; - } - var n = this._bindings.length; - var bindings; - if(this.memorize) { - this._prevParams = paramsArr; - } - if(!n) { - //should come after memorize - return; - } - bindings = this._bindings.slice(0)//clone array in case add/remove items during dispatch - ; - this._shouldPropagate = true//in case `halt` was called before dispatch or during the previous dispatch. - ; - //execute all callbacks until end of the list or until a callback returns `false` or stops propagation - //reverse loop since listeners with higher priority will be added at the end of the list - do { - n--; - }while(bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false); - }; - Signal.prototype.forget = /** - * Forget memorized arguments. - * @see Signal.memorize - */ - function () { - this._prevParams = null; - }; - Signal.prototype.dispose = /** - * Remove all bindings from signal and destroy any reference to external objects (destroy Signal object). - *IMPORTANT: calling any method on the signal instance after calling dispose will throw errors.
- */ - function () { - this.removeAll(); - delete this._bindings; - delete this._prevParams; - }; - Signal.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[Signal active:' + this.active + ' numListeners:' + this.getNumListeners() + ']'; - }; - return Signal; -})(); -///Tilemap that helps expand collision opportunities and control.
-* You can use Tilemap.setTileProperties() to alter the collision properties and
-* callback functions and filters for this object to do things like one-way tiles or whatever.
-*
-* @author Adam Atomic
-* @author Richard Davey
-*/
-var Tile = (function (_super) {
- __extends(Tile, _super);
- /**
- * Instantiate this new tile object. This is usually called from FlxTilemap.loadMap().
- *
- * @param Tilemap A reference to the tilemap object creating the tile.
- * @param Index The actual core map data index for this tile type.
- * @param Width The width of the tile.
- * @param Height The height of the tile.
- * @param Visible Whether the tile is visible or not.
- * @param AllowCollisions The collision flags for the object. By default this value is ANY or NONE depending on the parameters sent to loadMap().
- */
- function Tile(game, Tilemap, Index, Width, Height, Visible, AllowCollisions) {
- _super.call(this, game, 0, 0, Width, Height);
- this.immovable = true;
- this.moves = false;
- this.callback = null;
- this.filter = null;
- this.tilemap = Tilemap;
- this.index = Index;
- this.visible = Visible;
- this.allowCollisions = AllowCollisions;
- this.mapIndex = 0;
- }
- Tile.prototype.destroy = /**
- * Clean up memory.
- */
- function () {
- _super.prototype.destroy.call(this);
- this.callback = null;
- this.tilemap = null;
- };
- return Tile;
-})(GameObject);
diff --git a/build/phaser-08.min.js b/build/phaser-08.min.js
deleted file mode 100644
index 3e373377..00000000
--- a/build/phaser-08.min.js
+++ /dev/null
@@ -1 +0,0 @@
-var GameMath=(function(){function GameMath(game){this.cosTable=[];this.sinTable=[];this.globalSeed=Math.random();this._game=game}GameMath.PI=3.141592653589793;GameMath.PI_2=1.5707963267948966;GameMath.PI_4=0.7853981633974483;GameMath.PI_8=0.39269908169872414;GameMath.PI_16=0.19634954084936207;GameMath.TWO_PI=6.283185307179586;GameMath.THREE_PI_2=4.71238898038469;GameMath.E=2.71828182845905;GameMath.LN10=2.302585092994046;GameMath.LN2=0.6931471805599453;GameMath.LOG10E=0.4342944819032518;GameMath.LOG2E=1.4426950408889634;GameMath.SQRT1_2=0.7071067811865476;GameMath.SQRT2=1.4142135623730951;GameMath.DEG_TO_RAD=0.017453292519943295;GameMath.RAD_TO_DEG=57.29577951308232;GameMath.B_16=65536;GameMath.B_31=2147483648;GameMath.B_32=4294967296;GameMath.B_48=281474976710656;GameMath.B_53=9007199254740992;GameMath.B_64=18446744073709552000;GameMath.ONE_THIRD=0.3333333333333333;GameMath.TWO_THIRDS=0.6666666666666666;GameMath.ONE_SIXTH=0.16666666666666666;GameMath.COS_PI_3=0.8660254037844386;GameMath.SIN_2PI_3=0.03654595;GameMath.CIRCLE_ALPHA=0.5522847498307935;GameMath.ON=true;GameMath.OFF=false;GameMath.SHORT_EPSILON=0.1;GameMath.PERC_EPSILON=0.001;GameMath.EPSILON=0.0001;GameMath.LONG_EPSILON=1e-8;GameMath.prototype.computeMachineEpsilon=function(){var fourThirds=4/3;var third=fourThirds-1;var one=third+third+third;return Math.abs(1-one)};GameMath.prototype.fuzzyEqual=function(a,b,epsilon){if(typeof epsilon==="undefined"){epsilon=0.0001}return Math.abs(a-b)