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Docs and Examples update.
This commit is contained in:
+275
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@@ -18,7 +18,7 @@
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*
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* Phaser - http://www.phaser.io
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*
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* v1.1.5 - Built at: Wed Feb 12 2014 15:08:44
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* v1.1.5 - Built at: Wed Feb 12 2014 15:20:51
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@@ -29068,6 +29068,271 @@ Phaser.Polygon.prototype.constructor = Phaser.Polygon;
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Creates a new Line object with a start and an end point.
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* @class Line
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* @classdesc Phaser - Line
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* @constructor
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* @param {number} [x1=0] - The x coordinate of the start of the line.
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* @param {number} [y1=0] - The y coordinate of the start of the line.
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* @param {number} [x2=0] - The x coordinate of the end of the line.
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* @param {number} [y2=0] - The y coordinate of the end of the line.
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* @return {Phaser.Line} This line object
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*/
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Phaser.Line = function (x1, y1, x2, y2) {
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x1 = x1 || 0;
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y1 = y1 || 0;
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x2 = x2 || 0;
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y2 = y2 || 0;
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/**
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* @property {Phaser.Point} start - The start point of the line.
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*/
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this.start = new Phaser.Point(x1, y1);
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/**
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* @property {Phaser.Point} end - The end point of the line.
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*/
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this.end = new Phaser.Point(x2, y2);
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};
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Phaser.Line.prototype = {
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/**
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* Sets the components of the Line to the specified values.
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* @method Phaser.Line#setTo
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* @param {number} [x1=0] - The x coordinate of the start of the line.
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* @param {number} [y1=0] - The y coordinate of the start of the line.
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* @param {number} [x2=0] - The x coordinate of the end of the line.
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* @param {number} [y2=0] - The y coordinate of the end of the line.
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* @return {Phaser.Line} This line object
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*/
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setTo: function (x1, y1, x2, y2) {
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this.start.setTo(x1, y1);
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this.end.setTo(x2, y2);
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return this;
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},
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/**
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* Sets the line to match the x/y coordinates of the two given sprites.
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* Can optionally be calculated from their center coordinates.
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* @method Phaser.Line#fromSprite
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* @param {Phaser.Sprite} startSprite - The coordinates of this Sprite will be set to the Line.start point.
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* @param {Phaser.Sprite} endSprite - The coordinates of this Sprite will be set to the Line.start point.
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* @param {boolean} [useCenter=true] - If true it will use startSprite.center.x, if false startSprite.x.
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* @return {Phaser.Line} This line object
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*/
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fromSprite: function (startSprite, endSprite, useCenter) {
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if (typeof useCenter === 'undefined') { useCenter = true; }
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if (useCenter)
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{
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return this.setTo(startSprite.center.x, startSprite.center.y, endSprite.center.x, endSprite.center.y);
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}
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else
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{
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return this.setTo(startSprite.x, startSprite.y, endSprite.x, endSprite.y);
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}
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},
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/**
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* Checks for intersection between this line and another Line.
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* If asSegment is true it will check for segment intersection. If asSegment is false it will check for line intersection.
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* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
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*
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* @method Phaser.Line#intersects
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* @param {Phaser.Line} line - The line to check against this one.
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* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
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* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
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* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
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*/
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intersects: function (line, asSegment, result) {
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return Phaser.Line.intersectsPoints(this.start, this.end, line.start, line.end, asSegment, result);
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},
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/**
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* Tests if the given coordinates fall on this line. See pointOnSegment to test against just the line segment.
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* @method Phaser.Line#pointOnLine
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* @param {number} x - The line to check against this one.
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* @param {number} y - The line to check against this one.
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* @return {boolean} True if the point is on the line, false if not.
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*/
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pointOnLine: function (x, y) {
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return ((x - this.start.x) * (this.end.y - this.end.y) === (this.end.x - this.start.x) * (y - this.end.y));
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},
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/**
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* Tests if the given coordinates fall on this line and within the segment. See pointOnLine to test against just the line.
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* @method Phaser.Line#pointOnSegment
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* @param {number} x - The line to check against this one.
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* @param {number} y - The line to check against this one.
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* @return {boolean} True if the point is on the line and segment, false if not.
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*/
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pointOnSegment: function (x, y) {
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var xMin = Math.min(this.start.x, this.end.x);
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var xMax = Math.max(this.start.x, this.end.x);
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var yMin = Math.min(this.start.y, this.end.y);
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var yMax = Math.max(this.start.y, this.end.y);
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return (this.pointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax));
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}
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};
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/**
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* @name Phaser.Line#length
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* @property {number} length - Gets the length of the line segment.
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* @readonly
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*/
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Object.defineProperty(Phaser.Line.prototype, "length", {
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get: function () {
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return Math.sqrt((this.end.x - this.start.x) * (this.end.x - this.start.x) + (this.end.y - this.start.y) * (this.end.y - this.start.y));
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}
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});
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/**
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* @name Phaser.Line#angle
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* @property {number} angle - Gets the angle of the line.
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* @readonly
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*/
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Object.defineProperty(Phaser.Line.prototype, "angle", {
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get: function () {
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return Math.atan2(this.end.x - this.start.x, this.end.y - this.start.y);
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}
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});
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/**
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* @name Phaser.Line#slope
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* @property {number} slope - Gets the slope of the line (y/x).
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* @readonly
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*/
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Object.defineProperty(Phaser.Line.prototype, "slope", {
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get: function () {
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return (this.end.y - this.start.y) / (this.end.x - this.start.x);
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}
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});
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/**
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* @name Phaser.Line#perpSlope
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* @property {number} perpSlope - Gets the perpendicular slope of the line (x/y).
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* @readonly
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*/
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Object.defineProperty(Phaser.Line.prototype, "perpSlope", {
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get: function () {
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return -((this.end.x - this.start.x) / (this.end.y - this.start.y));
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}
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});
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/**
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* Checks for intersection between two lines as defined by the given start and end points.
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* If asSegment is true it will check for line segment intersection. If asSegment is false it will check for line intersection.
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* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
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* Adapted from code by Keith Hair
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*
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* @method Phaser.Line.intersects
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* @param {Phaser.Point} a - The start of the first Line to be checked.
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* @param {Phaser.Point} b - The end of the first line to be checked.
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* @param {Phaser.Point} e - The start of the second Line to be checked.
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* @param {Phaser.Point} f - The end of the second line to be checked.
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* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
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* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
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* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
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*/
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Phaser.Line.intersectsPoints = function (a, b, e, f, asSegment, result) {
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if (typeof asSegment === 'undefined') { asSegment = true; }
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if (typeof result === 'undefined') { result = new Phaser.Point(); }
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var a1 = b.y - a.y;
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var a2 = f.y - e.y;
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var b1 = a.x - b.x;
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var b2 = e.x - f.x;
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var c1 = (b.x * a.y) - (a.x * b.y);
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var c2 = (f.x * e.y) - (e.x * f.y);
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var denom = (a1 * b2) - (a2 * b1);
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if (denom === 0)
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{
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return null;
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}
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result.x = ((b1 * c2) - (b2 * c1)) / denom;
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result.y = ((a2 * c1) - (a1 * c2)) / denom;
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if (asSegment)
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{
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if (Math.pow((result.x - b.x) + (result.y - b.y), 2) > Math.pow((a.x - b.x) + (a.y - b.y), 2))
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{
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return null;
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}
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if (Math.pow((result.x - a.x) + (result.y - a.y), 2) > Math.pow((a.x - b.x) + (a.y - b.y), 2))
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{
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return null;
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}
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if (Math.pow((result.x - f.x) + (result.y - f.y), 2) > Math.pow((e.x - f.x) + (e.y - f.y), 2))
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{
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return null;
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}
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if (Math.pow((result.x - e.x) + (result.y - e.y), 2) > Math.pow((e.x - f.x) + (e.y - f.y), 2))
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{
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return null;
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}
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}
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return result;
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};
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/**
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* Checks for intersection between two lines.
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* If asSegment is true it will check for segment intersection.
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* If asSegment is false it will check for line intersection.
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* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
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* Adapted from code by Keith Hair
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*
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* @method Phaser.Line.intersects
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* @param {Phaser.Line} a - The first Line to be checked.
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* @param {Phaser.Line} b - The second Line to be checked.
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* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
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* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
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* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
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*/
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Phaser.Line.intersects = function (a, b, asSegment, result) {
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return Phaser.Line.intersectsPoints(a.start, a.end, b.start, b.end, asSegment, result);
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};
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser.Net handles browser URL related tasks such as checking host names, domain names and query string manipulation.
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*
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@@ -41133,10 +41398,10 @@ Phaser.Physics.Arcade.Body.prototype = {
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*/
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separate: function (body, response) {
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if (this.inContact(body))
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{
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return false;
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}
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// if (this.inContact(body))
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// {
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// return false;
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// }
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this._distances[0] = body.right - this.x; // Distance of B to face on left side of A
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this._distances[1] = this.right - body.x; // Distance of B to face on right side of A
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@@ -41195,10 +41460,10 @@ Phaser.Physics.Arcade.Body.prototype = {
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else
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{
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// They can only contact like this if at least one of their sides is open, otherwise it's a separation
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// if (!this.checkCollision.up || !this.checkCollision.down || !this.checkCollision.left || !this.checkCollision.right || !body.checkCollision.up || !body.checkCollision.down || !body.checkCollision.left || !body.checkCollision.right)
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// {
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if (!this.checkCollision.up || !this.checkCollision.down || !this.checkCollision.left || !this.checkCollision.right || !body.checkCollision.up || !body.checkCollision.down || !body.checkCollision.left || !body.checkCollision.right)
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{
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this.addContact(body);
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// }
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}
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}
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return hasSeparated;
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@@ -43718,8 +43983,8 @@ Phaser.Tilemap.prototype = {
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}
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// Find out the difference between tileblock[1].x/y and x/y and use it as an offset, as it's the top left of the block to paste
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var diffX = tileblock[1].x - x;
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var diffY = tileblock[1].y - y;
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var diffX = x - tileblock[1].x;
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var diffY = y - tileblock[1].y;
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for (var i = 1; i < tileblock.length; i++)
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{
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