melonjs 17.4.0 → 18.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (702) hide show
  1. package/{dist/types → build}/application/application.d.ts +9 -10
  2. package/build/application/application.d.ts.map +1 -0
  3. package/build/application/defaultApplicationSettings.d.ts +18 -0
  4. package/build/application/defaultApplicationSettings.d.ts.map +1 -0
  5. package/{dist/types → build}/application/header.d.ts +1 -0
  6. package/build/application/header.d.ts.map +1 -0
  7. package/{dist/types → build}/application/resize.d.ts +1 -0
  8. package/build/application/resize.d.ts.map +1 -0
  9. package/build/application/scaleMethods.d.ts +44 -0
  10. package/build/application/scaleMethods.d.ts.map +1 -0
  11. package/build/application/settings.d.ts +85 -0
  12. package/build/application/settings.d.ts.map +1 -0
  13. package/{dist/types → build}/audio/audio.d.ts +35 -58
  14. package/build/audio/audio.d.ts.map +1 -0
  15. package/{dist/types → build}/camera/camera2d.d.ts +38 -76
  16. package/build/camera/camera2d.d.ts.map +1 -0
  17. package/build/const.d.ts +14 -0
  18. package/build/const.d.ts.map +1 -0
  19. package/build/geometries/earcut.d.ts +3 -0
  20. package/build/geometries/earcut.d.ts.map +1 -0
  21. package/build/geometries/ellipse.d.ts +117 -0
  22. package/build/geometries/ellipse.d.ts.map +1 -0
  23. package/build/geometries/line.d.ts +39 -0
  24. package/build/geometries/line.d.ts.map +1 -0
  25. package/build/geometries/observablePoint.d.ts +75 -0
  26. package/build/geometries/observablePoint.d.ts.map +1 -0
  27. package/{dist/types → build}/geometries/path2d.d.ts +8 -7
  28. package/build/geometries/path2d.d.ts.map +1 -0
  29. package/build/geometries/point.d.ts +44 -0
  30. package/build/geometries/point.d.ts.map +1 -0
  31. package/build/geometries/polygon.d.ts +182 -0
  32. package/build/geometries/polygon.d.ts.map +1 -0
  33. package/build/geometries/rectangle.d.ts +135 -0
  34. package/build/geometries/rectangle.d.ts.map +1 -0
  35. package/build/geometries/roundrect.d.ts +67 -0
  36. package/build/geometries/roundrect.d.ts.map +1 -0
  37. package/build/geometries/toarccanvas.d.ts +28 -0
  38. package/build/geometries/toarccanvas.d.ts.map +1 -0
  39. package/{dist/types → build}/index.d.ts +41 -45
  40. package/build/index.d.ts.map +1 -0
  41. package/build/index.js +28318 -0
  42. package/build/index.js.map +7 -0
  43. package/{dist/types → build}/input/gamepad.d.ts +3 -11
  44. package/build/input/gamepad.d.ts.map +1 -0
  45. package/{dist/types → build}/input/input.d.ts +4 -2
  46. package/build/input/input.d.ts.map +1 -0
  47. package/build/input/key.d.ts +105 -0
  48. package/build/input/key.d.ts.map +1 -0
  49. package/build/input/keyboard.d.ts +72 -0
  50. package/build/input/keyboard.d.ts.map +1 -0
  51. package/build/input/pointer.d.ts +180 -0
  52. package/build/input/pointer.d.ts.map +1 -0
  53. package/{dist/types → build}/input/pointerevent.d.ts +17 -16
  54. package/build/input/pointerevent.d.ts.map +1 -0
  55. package/{dist/types → build}/lang/console.d.ts +1 -0
  56. package/build/lang/console.d.ts.map +1 -0
  57. package/build/lang/deprecated.d.ts +24 -0
  58. package/build/lang/deprecated.d.ts.map +1 -0
  59. package/{dist/types → build}/level/level.d.ts +7 -7
  60. package/build/level/level.d.ts.map +1 -0
  61. package/{dist/types → build}/level/tiled/TMXGroup.d.ts +2 -2
  62. package/build/level/tiled/TMXGroup.d.ts.map +1 -0
  63. package/{dist/types → build}/level/tiled/TMXLayer.d.ts +4 -4
  64. package/build/level/tiled/TMXLayer.d.ts.map +1 -0
  65. package/{dist/types → build}/level/tiled/TMXObject.d.ts +3 -3
  66. package/build/level/tiled/TMXObject.d.ts.map +1 -0
  67. package/{dist/types → build}/level/tiled/TMXTile.d.ts +4 -5
  68. package/build/level/tiled/TMXTile.d.ts.map +1 -0
  69. package/{dist/types → build}/level/tiled/TMXTileMap.d.ts +4 -4
  70. package/build/level/tiled/TMXTileMap.d.ts.map +1 -0
  71. package/{dist/types → build}/level/tiled/TMXTileset.d.ts +2 -2
  72. package/build/level/tiled/TMXTileset.d.ts.map +1 -0
  73. package/{dist/types → build}/level/tiled/TMXTilesetGroup.d.ts +1 -1
  74. package/build/level/tiled/TMXTilesetGroup.d.ts.map +1 -0
  75. package/{dist/types → build}/level/tiled/TMXUtils.d.ts +2 -1
  76. package/build/level/tiled/TMXUtils.d.ts.map +1 -0
  77. package/{dist/types → build}/level/tiled/constants.d.ts +1 -0
  78. package/build/level/tiled/constants.d.ts.map +1 -0
  79. package/{dist/types → build}/level/tiled/renderer/TMXHexagonalRenderer.d.ts +3 -4
  80. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts.map +1 -0
  81. package/{dist/types → build}/level/tiled/renderer/TMXIsometricRenderer.d.ts +2 -3
  82. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts.map +1 -0
  83. package/{dist/types → build}/level/tiled/renderer/TMXOrthogonalRenderer.d.ts +1 -2
  84. package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts.map +1 -0
  85. package/{dist/types → build}/level/tiled/renderer/TMXRenderer.d.ts +7 -7
  86. package/build/level/tiled/renderer/TMXRenderer.d.ts.map +1 -0
  87. package/{dist/types → build}/level/tiled/renderer/TMXStaggeredRenderer.d.ts +1 -2
  88. package/build/level/tiled/renderer/TMXStaggeredRenderer.d.ts.map +1 -0
  89. package/{dist/types → build}/level/tiled/renderer/autodetect.d.ts +4 -3
  90. package/build/level/tiled/renderer/autodetect.d.ts.map +1 -0
  91. package/build/loader/cache.d.ts +10 -0
  92. package/build/loader/cache.d.ts.map +1 -0
  93. package/{dist/types → build}/loader/loader.d.ts +19 -13
  94. package/build/loader/loader.d.ts.map +1 -0
  95. package/{dist/types → build}/loader/loadingscreen.d.ts +1 -0
  96. package/build/loader/loadingscreen.d.ts.map +1 -0
  97. package/{dist/types → build}/loader/parsers/binary.d.ts +2 -1
  98. package/build/loader/parsers/binary.d.ts.map +1 -0
  99. package/{dist/types → build}/loader/parsers/compressed_textures/compressed_image.d.ts +1 -0
  100. package/build/loader/parsers/compressed_textures/compressed_image.d.ts.map +1 -0
  101. package/build/loader/parsers/compressed_textures/parseDDS.d.ts +2 -0
  102. package/build/loader/parsers/compressed_textures/parseDDS.d.ts.map +1 -0
  103. package/build/loader/parsers/compressed_textures/parseKTX.d.ts +2 -0
  104. package/build/loader/parsers/compressed_textures/parseKTX.d.ts.map +1 -0
  105. package/build/loader/parsers/compressed_textures/parseKTX2.d.ts +2 -0
  106. package/build/loader/parsers/compressed_textures/parseKTX2.d.ts.map +1 -0
  107. package/build/loader/parsers/compressed_textures/parsePKM.d.ts +2 -0
  108. package/build/loader/parsers/compressed_textures/parsePKM.d.ts.map +1 -0
  109. package/build/loader/parsers/compressed_textures/parsePVR.d.ts +2 -0
  110. package/build/loader/parsers/compressed_textures/parsePVR.d.ts.map +1 -0
  111. package/{dist/types → build}/loader/parsers/fetchdata.d.ts +2 -1
  112. package/build/loader/parsers/fetchdata.d.ts.map +1 -0
  113. package/{dist/types → build}/loader/parsers/fontface.d.ts +2 -1
  114. package/build/loader/parsers/fontface.d.ts.map +1 -0
  115. package/{dist/types → build}/loader/parsers/image.d.ts +2 -1
  116. package/build/loader/parsers/image.d.ts.map +1 -0
  117. package/{dist/types → build}/loader/parsers/json.d.ts +2 -1
  118. package/build/loader/parsers/json.d.ts.map +1 -0
  119. package/{dist/types → build}/loader/parsers/script.d.ts +2 -1
  120. package/build/loader/parsers/script.d.ts.map +1 -0
  121. package/{dist/types → build}/loader/parsers/tmx.d.ts +2 -1
  122. package/build/loader/parsers/tmx.d.ts.map +1 -0
  123. package/{dist/types → build}/loader/parsers/video.d.ts +2 -1
  124. package/build/loader/parsers/video.d.ts.map +1 -0
  125. package/build/math/color.d.ts +192 -0
  126. package/build/math/color.d.ts.map +1 -0
  127. package/build/math/math.d.ts +128 -0
  128. package/build/math/math.d.ts.map +1 -0
  129. package/build/math/matrix2d.d.ts +163 -0
  130. package/build/math/matrix2d.d.ts.map +1 -0
  131. package/build/math/matrix3d.d.ts +188 -0
  132. package/build/math/matrix3d.d.ts.map +1 -0
  133. package/build/math/observableVector2d.d.ts +286 -0
  134. package/build/math/observableVector2d.d.ts.map +1 -0
  135. package/build/math/observableVector2d_old.d.ts +76 -0
  136. package/build/math/observableVector2d_old.d.ts.map +1 -0
  137. package/build/math/observableVector3d.d.ts +283 -0
  138. package/build/math/observableVector3d.d.ts.map +1 -0
  139. package/build/math/observableVector3d_old.d.ts +81 -0
  140. package/build/math/observableVector3d_old.d.ts.map +1 -0
  141. package/build/math/vector2d.d.ts +253 -0
  142. package/build/math/vector2d.d.ts.map +1 -0
  143. package/build/math/vector3d.d.ts +242 -0
  144. package/build/math/vector3d.d.ts.map +1 -0
  145. package/{dist/types → build}/particles/emitter.d.ts +7 -10
  146. package/build/particles/emitter.d.ts.map +1 -0
  147. package/build/particles/particle.d.ts +47 -0
  148. package/build/particles/particle.d.ts.map +1 -0
  149. package/{dist/types → build}/particles/settings.d.ts +1 -0
  150. package/build/particles/settings.d.ts.map +1 -0
  151. package/{dist/types → build}/physics/body.d.ts +27 -27
  152. package/build/physics/body.d.ts.map +1 -0
  153. package/build/physics/bounds.d.ts +192 -0
  154. package/build/physics/bounds.d.ts.map +1 -0
  155. package/{dist/types → build}/physics/collision.d.ts +5 -5
  156. package/build/physics/collision.d.ts.map +1 -0
  157. package/{dist/types → build}/physics/detector.d.ts +8 -6
  158. package/build/physics/detector.d.ts.map +1 -0
  159. package/{dist/types → build}/physics/quadtree.d.ts +5 -19
  160. package/build/physics/quadtree.d.ts.map +1 -0
  161. package/{dist/types → build}/physics/response.d.ts +46 -5
  162. package/build/physics/response.d.ts.map +1 -0
  163. package/{dist/types → build}/physics/sat.d.ts +3 -2
  164. package/build/physics/sat.d.ts.map +1 -0
  165. package/{dist/types → build}/physics/world.d.ts +5 -4
  166. package/build/physics/world.d.ts.map +1 -0
  167. package/{dist/types → build}/plugin/plugin.d.ts +8 -19
  168. package/build/plugin/plugin.d.ts.map +1 -0
  169. package/build/polyfill/console.d.ts +2 -0
  170. package/build/polyfill/console.d.ts.map +1 -0
  171. package/build/polyfill/index.d.ts +6 -0
  172. package/build/polyfill/index.d.ts.map +1 -0
  173. package/build/polyfill/roundrect.d.ts +2 -0
  174. package/build/polyfill/roundrect.d.ts.map +1 -0
  175. package/build/pool.d.ts +39 -0
  176. package/build/pool.d.ts.map +1 -0
  177. package/{dist/types → build}/renderable/collectable.d.ts +2 -2
  178. package/build/renderable/collectable.d.ts.map +1 -0
  179. package/{dist/types → build}/renderable/colorlayer.d.ts +6 -10
  180. package/build/renderable/colorlayer.d.ts.map +1 -0
  181. package/{dist/types → build}/renderable/container.d.ts +14 -15
  182. package/build/renderable/container.d.ts.map +1 -0
  183. package/{dist/types → build}/renderable/draggable.d.ts +5 -13
  184. package/build/renderable/draggable.d.ts.map +1 -0
  185. package/{dist/types → build}/renderable/dragndrop.d.ts +7 -21
  186. package/build/renderable/dragndrop.d.ts.map +1 -0
  187. package/{dist/types → build}/renderable/entity/entity.d.ts +12 -13
  188. package/build/renderable/entity/entity.d.ts.map +1 -0
  189. package/{dist/types → build}/renderable/imagelayer.d.ts +17 -9
  190. package/build/renderable/imagelayer.d.ts.map +1 -0
  191. package/build/renderable/light2d.d.ts +73 -0
  192. package/build/renderable/light2d.d.ts.map +1 -0
  193. package/{dist/types → build}/renderable/nineslicesprite.d.ts +3 -4
  194. package/build/renderable/nineslicesprite.d.ts.map +1 -0
  195. package/{dist/types → build}/renderable/renderable.d.ts +57 -60
  196. package/build/renderable/renderable.d.ts.map +1 -0
  197. package/{dist/types → build}/renderable/sprite.d.ts +28 -14
  198. package/build/renderable/sprite.d.ts.map +1 -0
  199. package/{dist/types → build}/renderable/text/bitmaptext.d.ts +6 -7
  200. package/build/renderable/text/bitmaptext.d.ts.map +1 -0
  201. package/build/renderable/text/bitmaptextdata.d.ts +17 -0
  202. package/build/renderable/text/bitmaptextdata.d.ts.map +1 -0
  203. package/{dist/types → build}/renderable/text/glyph.d.ts +15 -3
  204. package/build/renderable/text/glyph.d.ts.map +1 -0
  205. package/{dist/types → build}/renderable/text/text.d.ts +7 -16
  206. package/build/renderable/text/text.d.ts.map +1 -0
  207. package/{dist/types → build}/renderable/text/textmetrics.d.ts +8 -9
  208. package/build/renderable/text/textmetrics.d.ts.map +1 -0
  209. package/{dist/types → build}/renderable/text/textstyle.d.ts +1 -0
  210. package/build/renderable/text/textstyle.d.ts.map +1 -0
  211. package/{dist/types → build}/renderable/trigger.d.ts +18 -7
  212. package/build/renderable/trigger.d.ts.map +1 -0
  213. package/{dist/types → build}/renderable/ui/uibaseelement.d.ts +7 -7
  214. package/build/renderable/ui/uibaseelement.d.ts.map +1 -0
  215. package/{dist/types → build}/renderable/ui/uispriteelement.d.ts +4 -6
  216. package/build/renderable/ui/uispriteelement.d.ts.map +1 -0
  217. package/{dist/types → build}/renderable/ui/uitextbutton.d.ts +17 -4
  218. package/build/renderable/ui/uitextbutton.d.ts.map +1 -0
  219. package/{dist/types → build}/state/stage.d.ts +3 -3
  220. package/build/state/stage.d.ts.map +1 -0
  221. package/{dist/types → build}/state/state.d.ts +10 -9
  222. package/build/state/state.d.ts.map +1 -0
  223. package/{dist/types → build}/system/device.d.ts +49 -80
  224. package/build/system/device.d.ts.map +1 -0
  225. package/build/system/dom.d.ts +2 -0
  226. package/build/system/dom.d.ts.map +1 -0
  227. package/{dist/types → build}/system/event.d.ts +124 -291
  228. package/build/system/event.d.ts.map +1 -0
  229. package/build/system/eventEmitter.d.ts +19 -0
  230. package/build/system/eventEmitter.d.ts.map +1 -0
  231. package/build/system/eventEmitter.spec.d.ts +2 -0
  232. package/build/system/eventEmitter.spec.d.ts.map +1 -0
  233. package/{dist/types/system/pooling.d.ts → build/system/legacy_pool.d.ts} +22 -7
  234. package/build/system/legacy_pool.d.ts.map +1 -0
  235. package/build/system/platform.d.ts +34 -0
  236. package/build/system/platform.d.ts.map +1 -0
  237. package/build/system/pool.d.ts +26 -0
  238. package/build/system/pool.d.ts.map +1 -0
  239. package/build/system/save.d.ts +3 -0
  240. package/build/system/save.d.ts.map +1 -0
  241. package/build/system/timer.d.ts +118 -0
  242. package/build/system/timer.d.ts.map +1 -0
  243. package/build/tweens/easing.d.ts +93 -0
  244. package/build/tweens/easing.d.ts.map +1 -0
  245. package/build/tweens/interpolation.d.ts +7 -0
  246. package/build/tweens/interpolation.d.ts.map +1 -0
  247. package/build/tweens/tween.d.ts +234 -0
  248. package/build/tweens/tween.d.ts.map +1 -0
  249. package/build/utils/agent.d.ts +16 -0
  250. package/build/utils/agent.d.ts.map +1 -0
  251. package/build/utils/array-multimap.d.ts +14 -0
  252. package/build/utils/array-multimap.d.ts.map +1 -0
  253. package/build/utils/array.d.ts +30 -0
  254. package/build/utils/array.d.ts.map +1 -0
  255. package/build/utils/file.d.ts +16 -0
  256. package/build/utils/file.d.ts.map +1 -0
  257. package/build/utils/function.d.ts +24 -0
  258. package/build/utils/function.d.ts.map +1 -0
  259. package/build/utils/semver.d.ts +2 -0
  260. package/build/utils/semver.d.ts.map +1 -0
  261. package/build/utils/string.d.ts +35 -0
  262. package/build/utils/string.d.ts.map +1 -0
  263. package/build/utils/types.d.ts +5 -0
  264. package/build/utils/types.d.ts.map +1 -0
  265. package/build/utils/utils.d.ts +49 -0
  266. package/build/utils/utils.d.ts.map +1 -0
  267. package/build/version.d.ts +5 -0
  268. package/build/version.d.ts.map +1 -0
  269. package/{dist/types → build}/video/canvas/canvas_renderer.d.ts +40 -32
  270. package/build/video/canvas/canvas_renderer.d.ts.map +1 -0
  271. package/{dist/types → build}/video/renderer.d.ts +36 -29
  272. package/build/video/renderer.d.ts.map +1 -0
  273. package/{dist/types → build}/video/rendertarget/canvasrendertarget.d.ts +8 -26
  274. package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -0
  275. package/{dist/types → build}/video/texture/atlas.d.ts +8 -8
  276. package/build/video/texture/atlas.d.ts.map +1 -0
  277. package/{dist/types → build}/video/texture/cache.d.ts +4 -3
  278. package/build/video/texture/cache.d.ts.map +1 -0
  279. package/{dist/types → build}/video/texture/parser/aseprite.d.ts +1 -0
  280. package/build/video/texture/parser/aseprite.d.ts.map +1 -0
  281. package/{dist/types → build}/video/texture/parser/spritesheet.d.ts +1 -0
  282. package/build/video/texture/parser/spritesheet.d.ts.map +1 -0
  283. package/{dist/types → build}/video/texture/parser/texturepacker.d.ts +1 -0
  284. package/build/video/texture/parser/texturepacker.d.ts.map +1 -0
  285. package/build/video/utils/autodetect.d.ts +8 -0
  286. package/build/video/utils/autodetect.d.ts.map +1 -0
  287. package/{dist/types → build}/video/video.d.ts +4 -3
  288. package/build/video/video.d.ts.map +1 -0
  289. package/{dist/types → build}/video/webgl/buffer/vertex.d.ts +5 -6
  290. package/build/video/webgl/buffer/vertex.d.ts.map +1 -0
  291. package/{dist/types → build}/video/webgl/compositors/compositor.d.ts +4 -4
  292. package/build/video/webgl/compositors/compositor.d.ts.map +1 -0
  293. package/{dist/types → build}/video/webgl/compositors/primitive_compositor.d.ts +4 -5
  294. package/build/video/webgl/compositors/primitive_compositor.d.ts.map +1 -0
  295. package/{dist/types → build}/video/webgl/compositors/quad_compositor.d.ts +4 -5
  296. package/build/video/webgl/compositors/quad_compositor.d.ts.map +1 -0
  297. package/{dist/types → build}/video/webgl/glshader.d.ts +2 -2
  298. package/build/video/webgl/glshader.d.ts.map +1 -0
  299. package/{dist/types → build}/video/webgl/utils/attributes.d.ts +1 -0
  300. package/build/video/webgl/utils/attributes.d.ts.map +1 -0
  301. package/{dist/types → build}/video/webgl/utils/precision.d.ts +1 -0
  302. package/build/video/webgl/utils/precision.d.ts.map +1 -0
  303. package/{dist/types → build}/video/webgl/utils/program.d.ts +1 -0
  304. package/build/video/webgl/utils/program.d.ts.map +1 -0
  305. package/{dist/types → build}/video/webgl/utils/string.d.ts +1 -0
  306. package/build/video/webgl/utils/string.d.ts.map +1 -0
  307. package/{dist/types → build}/video/webgl/utils/uniforms.d.ts +1 -0
  308. package/build/video/webgl/utils/uniforms.d.ts.map +1 -0
  309. package/{dist/types → build}/video/webgl/webgl_renderer.d.ts +37 -29
  310. package/build/video/webgl/webgl_renderer.d.ts.map +1 -0
  311. package/package.json +83 -104
  312. package/LICENSE.md +0 -21
  313. package/README.md +0 -223
  314. package/dist/melonjs.mjs/_virtual/_commonjsHelpers.js +0 -14
  315. package/dist/melonjs.mjs/_virtual/earcut.js +0 -10
  316. package/dist/melonjs.mjs/_virtual/howler.js +0 -10
  317. package/dist/melonjs.mjs/_virtual/index.js +0 -10
  318. package/dist/melonjs.mjs/_virtual/re.js +0 -10
  319. package/dist/melonjs.mjs/application/application.js +0 -443
  320. package/dist/melonjs.mjs/application/header.js +0 -40
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  629. package/src/physics/collision.js +0 -128
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  631. package/src/physics/quadtree.js +0 -393
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@@ -1,218 +0,0 @@
1
- import * as SAT from "./sat.js";
2
- import ResponseObject from "./response.js";
3
- import Vector2d from "./../math/vector2.js";
4
- import Bounds from "./bounds.js";
5
-
6
- /**
7
- * @import Entity from "./../renderable/entity/entity.js";
8
- * @import Container from "./../renderable/container.js";
9
- * @import Renderable from "./../renderable/renderable.js";
10
- * @import Sprite from "./../renderable/sprite.js";
11
- * @import NineSliceSprite from "./../renderable/nineslicesprite.js";
12
- * @import Line from "./../geometries/line.js";
13
- */
14
-
15
- // a dummy object when using Line for raycasting
16
- let dummyObj = {
17
- pos : new Vector2d(0, 0),
18
- ancestor : {
19
- _absPos : new Vector2d(0, 0),
20
- getAbsolutePosition : function () {
21
- return this._absPos;
22
- }
23
- }
24
- };
25
-
26
- // some cache bounds object used for collision detection
27
- let boundsA = new Bounds();
28
- let boundsB = new Bounds();
29
-
30
- /**
31
- * the Detector class contains methods for detecting collisions between bodies using a broadphase algorithm.
32
- */
33
- export default class Detector {
34
- /**
35
- * @param {Container} world - the physic world this detector is bind to
36
- */
37
- constructor(world) {
38
- // @ignore
39
- this.world = world;
40
-
41
- /**
42
- * the default response object used for collisions
43
- * (will be automatically populated by the collides functions)
44
- * @type {ResponseObject}
45
- */
46
- this.response = new ResponseObject();
47
- }
48
-
49
- /**
50
- * determine if two objects should collide (based on both respective objects body collision mask and type).<br>
51
- * you can redefine this function if you need any specific rules over what should collide with what.
52
- * @param {Renderable|Container|Entity|Sprite|NineSliceSprite} a - a reference to the object A.
53
- * @param {Renderable|Container|Entity|Sprite|NineSliceSprite} b - a reference to the object B.
54
- * @returns {boolean} true if they should collide, false otherwise
55
- */
56
- shouldCollide(a, b) {
57
- let bodyA = a.body,
58
- bodyB = b.body;
59
- return (
60
- (typeof bodyA === "object" && typeof bodyB === "object") &&
61
- a !== b &&
62
- a.isKinematic !== true && b.isKinematic !== true &&
63
- bodyA.shapes.length > 0 && bodyB.shapes.length > 0 &&
64
- !(bodyA.isStatic === true && bodyB.isStatic === true) &&
65
- (bodyA.collisionMask & bodyB.collisionType) !== 0 &&
66
- (bodyA.collisionType & bodyB.collisionMask) !== 0
67
- );
68
- }
69
-
70
- /**
71
- * detect collision between two bodies.
72
- * @param {Body} bodyA - a reference to body A.
73
- * @param {Body} bodyB - a reference to body B.
74
- * @returns {boolean} true if colliding
75
- */
76
- collides(bodyA, bodyB, response = this.response) {
77
- // for each shape in body A
78
- for (let indexA = bodyA.shapes.length, shapeA; indexA--, (shapeA = bodyA.shapes[indexA]);) {
79
- // for each shape in body B
80
- for (let indexB = bodyB.shapes.length, shapeB; indexB--, (shapeB = bodyB.shapes[indexB]);) {
81
- // full SAT collision check
82
- if (SAT["test" + shapeA.type + shapeB.type].call(
83
- this,
84
- bodyA.ancestor, // a reference to the object A
85
- shapeA,
86
- bodyB.ancestor, // a reference to the object B
87
- shapeB,
88
- // clear response object before reusing
89
- response.clear()) === true
90
- ) {
91
-
92
- // set the shape index
93
- response.indexShapeA = indexA;
94
- response.indexShapeB = indexB;
95
-
96
- return true;
97
- }
98
- }
99
- }
100
- return false;
101
- }
102
-
103
- /**
104
- * find all the collisions for the specified object using a broadphase algorithm
105
- * @ignore
106
- * @param {Renderable|Container|Entity|Sprite|NineSliceSprite} objA - object to be tested for collision
107
- * @returns {boolean} in case of collision, false otherwise
108
- */
109
- collisions(objA) {
110
- let collisionCounter = 0;
111
- // retreive a list of potential colliding objects from the game world
112
- let candidates = this.world.broadphase.retrieve(objA);
113
-
114
- boundsA.addBounds(objA.getBounds(), true);
115
- boundsA.addBounds(objA.body.getBounds());
116
-
117
- candidates.forEach((objB) => {
118
- // check if both objects "should" collide
119
- if (this.shouldCollide(objA, objB)) {
120
-
121
- boundsB.addBounds(objB.getBounds(), true);
122
- boundsB.addBounds(objB.body.getBounds());
123
-
124
- // fast AABB check if both bounding boxes are overlaping
125
- if (boundsA.overlaps(boundsB)) {
126
-
127
- if (this.collides(objA.body, objB.body)) {
128
- // we touched something !
129
- collisionCounter++;
130
-
131
- // execute the onCollision callback
132
- if (objA.onCollision && objA.onCollision(this.response, objB) !== false && objA.body.isStatic === false) {
133
- objA.body.respondToCollision.call(objA.body, this.response);
134
- }
135
- if (objB.onCollision && objB.onCollision(this.response, objA) !== false && objB.body.isStatic === false) {
136
- objB.body.respondToCollision.call(objB.body, this.response);
137
- }
138
- }
139
- }
140
- }
141
- });
142
- // we could return the amount of objects we collided with ?
143
- return collisionCounter > 0;
144
- }
145
-
146
- /**
147
- * Checks for object colliding with the given line
148
- * @ignore
149
- * @param {Line} line - line to be tested for collision
150
- * @param {Array.<Renderable>} [result] - a user defined array that will be populated with intersecting physic objects.
151
- * @returns {Array.<Renderable>} an array of intersecting physic objects
152
- * @example
153
- * // define a line accross the viewport
154
- * let ray = new me.Line(
155
- * // absolute position of the line
156
- * 0, 0, [
157
- * // starting point relative to the initial position
158
- * new me.Vector2d(0, 0),
159
- * // ending point
160
- * new me.Vector2d(me.game.viewport.width, me.game.viewport.height)
161
- * ]);
162
- *
163
- * // check for collition
164
- * result = me.collision.rayCast(ray);
165
- *
166
- * if (result.length > 0) {
167
- * // ...
168
- * }
169
- */
170
- rayCast(line, result = []) {
171
- let collisionCounter = 0;
172
-
173
- // retrieve a list of potential colliding objects from the game world
174
- let candidates = this.world.broadphase.retrieve(line);
175
-
176
- for (let i = candidates.length, objB; i--, (objB = candidates[i]);) {
177
-
178
- // fast AABB check if both bounding boxes are overlaping
179
- if (objB.body && line.getBounds().overlaps(objB.getBounds())) {
180
-
181
- // go trough all defined shapes in B (if any)
182
- const bLen = objB.body.shapes.length;
183
- if (objB.body.shapes.length === 0) {
184
- continue;
185
- }
186
-
187
- let shapeA = line;
188
-
189
- // go through all defined shapes in B
190
- let indexB = 0;
191
- do {
192
- let shapeB = objB.body.getShape(indexB);
193
-
194
- // full SAT collision check
195
- if (SAT["test" + shapeA.type + shapeB.type]
196
- .call(
197
- this,
198
- dummyObj, // a reference to the object A
199
- shapeA,
200
- objB, // a reference to the object B
201
- shapeB
202
- )) {
203
- // we touched something !
204
- result[collisionCounter] = objB;
205
- collisionCounter++;
206
- }
207
- indexB++;
208
- } while (indexB < bLen);
209
- }
210
- }
211
-
212
- // cap result in case it was not empty
213
- result.length = collisionCounter;
214
-
215
- // return the list of colliding objects
216
- return result;
217
- }
218
- }
@@ -1,393 +0,0 @@
1
- import Vector2d from "./../math/vector2.js";
2
- import * as arrayUtil from "./../utils/array.js";
3
-
4
- /**
5
- * @import World from "./world.js";
6
- * @import Container from "./../renderable/container.js";
7
- * @import Bounds from "./bounds.js";
8
- */
9
-
10
- /*
11
- * A QuadTree implementation in JavaScript, a 2d spatial subdivision algorithm.
12
- * Based on the QuadTree Library by Timo Hausmann and released under the MIT license
13
- * https://github.com/timohausmann/quadtree-js/
14
- **/
15
-
16
- /**
17
- * a pool of `QuadTree` objects
18
- * @ignore
19
- */
20
- let QT_ARRAY = [];
21
-
22
- /**
23
- * will pop a quadtree object from the array
24
- * or create a new one if the array is empty
25
- * @ignore
26
- */
27
- function QT_ARRAY_POP(world, bounds, max_objects = 4, max_levels = 4, level = 0) {
28
- if (QT_ARRAY.length > 0) {
29
- let _qt = QT_ARRAY.pop();
30
- _qt.world = world;
31
- _qt.bounds = bounds;
32
- _qt.max_objects = max_objects;
33
- _qt.max_levels = max_levels;
34
- _qt.level = level;
35
- return _qt;
36
- } else {
37
- return new QuadTree(world, bounds, max_objects, max_levels, level);
38
- }
39
- }
40
-
41
- /**
42
- * Push back a quadtree back into the array
43
- * @ignore
44
- */
45
- function QT_ARRAY_PUSH(qt) {
46
- QT_ARRAY.push(qt);
47
- }
48
-
49
- /**
50
- * a temporary vector object to be reused
51
- * @ignore
52
- */
53
- let QT_VECTOR = new Vector2d();
54
-
55
- /**
56
- * @classdesc
57
- * a QuadTree implementation in JavaScript, a 2d spatial subdivision algorithm.
58
- * @see game.world.broadphase
59
- */
60
- export default class QuadTree {
61
- /**
62
- * @param {World} world - the physic world this QuadTree belongs to
63
- * @param {Bounds} bounds - bounds of the node
64
- * @param {number} [max_objects=4] - max objects a node can hold before splitting into 4 subnodes
65
- * @param {number} [max_levels=4] - total max levels inside root Quadtree
66
- * @param {number} [level] - deepth level, required for subnodes
67
- */
68
- constructor(world, bounds, max_objects = 4, max_levels = 4, level = 0) {
69
-
70
- this.world = world;
71
- this.bounds = bounds;
72
-
73
- this.max_objects = max_objects;
74
- this.max_levels = max_levels;
75
-
76
- this.level = level;
77
-
78
- this.objects = [];
79
- this.nodes = [];
80
- }
81
-
82
- /*
83
- * Split the node into 4 subnodes
84
- */
85
- split() {
86
- let nextLevel = this.level + 1,
87
- subWidth = this.bounds.width / 2,
88
- subHeight = this.bounds.height / 2,
89
- left = this.bounds.left,
90
- top = this.bounds.top;
91
-
92
- //top right node
93
- this.nodes[0] = QT_ARRAY_POP(
94
- this.world,
95
- {
96
- left : left + subWidth,
97
- top : top,
98
- width : subWidth,
99
- height : subHeight
100
- },
101
- this.max_objects,
102
- this.max_levels,
103
- nextLevel
104
- );
105
-
106
- //top left node
107
- this.nodes[1] = QT_ARRAY_POP(
108
- this.world,
109
- {
110
- left : left,
111
- top: top,
112
- width : subWidth,
113
- height : subHeight
114
- },
115
- this.max_objects,
116
- this.max_levels,
117
- nextLevel
118
- );
119
-
120
- //bottom left node
121
- this.nodes[2] = QT_ARRAY_POP(
122
- this.world,
123
- {
124
- left : left,
125
- top : top + subHeight,
126
- width : subWidth,
127
- height : subHeight
128
- },
129
- this.max_objects,
130
- this.max_levels,
131
- nextLevel
132
- );
133
-
134
- //bottom right node
135
- this.nodes[3] = QT_ARRAY_POP(
136
- this.world,
137
- {
138
- left : left + subWidth,
139
- top : top + subHeight,
140
- width : subWidth,
141
- height : subHeight
142
- },
143
- this.max_objects,
144
- this.max_levels,
145
- nextLevel
146
- );
147
- }
148
-
149
- /*
150
- * Determine which node the object belongs to
151
- * @param {Rect} rect bounds of the area to be checked
152
- * @returns Integer index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node
153
- */
154
- getIndex(item) {
155
- let pos;
156
- let bounds = item.getBounds();
157
-
158
- // use game world coordinates for floating items
159
- if (item.isFloating === true) {
160
- pos = this.world.app.viewport.localToWorld(bounds.left, bounds.top, QT_VECTOR);
161
- } else {
162
- pos = QT_VECTOR.set(item.left, item.top);
163
- }
164
-
165
- let index = -1,
166
- rx = pos.x,
167
- ry = pos.y,
168
- rw = bounds.width,
169
- rh = bounds.height,
170
- verticalMidpoint = this.bounds.left + (this.bounds.width / 2),
171
- horizontalMidpoint = this.bounds.top + (this.bounds.height / 2),
172
- //rect can completely fit within the top quadrants
173
- topQuadrant = (ry < horizontalMidpoint && ry + rh < horizontalMidpoint),
174
- //rect can completely fit within the bottom quadrants
175
- bottomQuadrant = (ry > horizontalMidpoint);
176
-
177
- //rect can completely fit within the left quadrants
178
- if (rx < verticalMidpoint && rx + rw < verticalMidpoint) {
179
- if (topQuadrant) {
180
- index = 1;
181
- } else if (bottomQuadrant) {
182
- index = 2;
183
- }
184
- } else if (rx > verticalMidpoint) {
185
- //rect can completely fit within the right quadrants
186
- if (topQuadrant) {
187
- index = 0;
188
- } else if (bottomQuadrant) {
189
- index = 3;
190
- }
191
- }
192
-
193
- return index;
194
- }
195
-
196
- /**
197
- * Insert the given object container into the node.
198
- * @name insertContainer
199
- * @memberof QuadTree
200
- * @param {Container} container - group of objects to be added
201
- */
202
- insertContainer(container) {
203
- const children = container.children;
204
- const childrenLength = children.length;
205
- for (let i = childrenLength, child; i--, (child = children[i]);) {
206
- if (child.isKinematic !== true) {
207
- if (typeof child.addChild === "function") {
208
- if (child.name !== "rootContainer") {
209
- this.insert(child);
210
- }
211
- // recursivly insert all childs
212
- this.insertContainer(child);
213
- } else {
214
- // only insert object with a bounding box
215
- // Probably redundant with `isKinematic`
216
- if (typeof (child.getBounds) === "function") {
217
- this.insert(child);
218
- }
219
- }
220
- }
221
- }
222
- }
223
-
224
- /**
225
- * Insert the given object into the node. If the node
226
- * exceeds the capacity, it will split and add all
227
- * objects to their corresponding subnodes.
228
- * @name insert
229
- * @memberof QuadTree
230
- * @param {object} item - object to be added
231
- */
232
- insert(item) {
233
- let index = -1;
234
-
235
- //if we have subnodes ...
236
- if (this.nodes.length > 0) {
237
- index = this.getIndex(item);
238
-
239
- if (index !== -1) {
240
- this.nodes[index].insert(item);
241
- return;
242
- }
243
- }
244
-
245
- this.objects.push(item);
246
-
247
- if (this.objects.length > this.max_objects && this.level < this.max_levels) {
248
-
249
- //split if we don't already have subnodes
250
- if (this.nodes.length === 0) {
251
- this.split();
252
- }
253
-
254
- let i = 0;
255
-
256
- //add all objects to there corresponding subnodes
257
- while (i < this.objects.length) {
258
-
259
- index = this.getIndex(this.objects[i]);
260
-
261
- if (index !== -1) {
262
- this.nodes[index].insert(this.objects.splice(i, 1)[0]);
263
- } else {
264
- i = i + 1;
265
- }
266
- }
267
- }
268
- }
269
-
270
- /**
271
- * Return all objects that could collide with the given object
272
- * @name retrieve
273
- * @memberof QuadTree
274
- * @param {object} item - object to be checked against
275
- * @param {object} [fn] - a sorting function for the returned array
276
- * @returns {object[]} array with all detected objects
277
- */
278
- retrieve(item, fn) {
279
- let returnObjects = this.objects;
280
-
281
- //if we have subnodes ...
282
- if (this.nodes.length > 0) {
283
-
284
- let index = this.getIndex(item);
285
-
286
- //if rect fits into a subnode ..
287
- if (index !== -1) {
288
- returnObjects = returnObjects.concat(this.nodes[index].retrieve(item));
289
- } else {
290
- //if rect does not fit into a subnode, check it against all subnodes
291
- for (let i = 0; i < this.nodes.length; i = i + 1) {
292
- returnObjects = returnObjects.concat(this.nodes[i].retrieve(item));
293
- }
294
- }
295
- }
296
-
297
- if (typeof(fn) === "function") {
298
- returnObjects.sort(fn);
299
- }
300
-
301
- return returnObjects;
302
- }
303
-
304
- /**
305
- * Remove the given item from the quadtree.
306
- * (this function won't recalculate the impacted node)
307
- * @name remove
308
- * @memberof QuadTree
309
- * @param {object} item - object to be removed
310
- * @returns {boolean} true if the item was found and removed.
311
- */
312
- remove(item) {
313
- let found = false;
314
-
315
- if (typeof (item.getBounds) === "undefined") {
316
- // ignore object that cannot be added in the first place
317
- return false;
318
- }
319
-
320
- //if we have subnodes ...
321
- if (this.nodes.length > 0) {
322
- // determine to which node the item belongs to
323
- let index = this.getIndex(item);
324
-
325
- if (index !== -1) {
326
- found = arrayUtil.remove(this.nodes[index], item);
327
- // trim node if empty
328
- if (found && this.nodes[index].isPrunable()) {
329
- this.nodes.splice(index, 1);
330
- }
331
- }
332
- }
333
-
334
- if (found === false) {
335
- // try and remove the item from the list of items in this node
336
- if (this.objects.indexOf(item) !== -1) {
337
- arrayUtil.remove(this.objects, item);
338
- found = true;
339
- }
340
- }
341
-
342
- return found;
343
- }
344
-
345
- /**
346
- * return true if the node is prunable
347
- * @name isPrunable
348
- * @memberof QuadTree
349
- * @returns {boolean} true if the node is prunable
350
- */
351
- isPrunable() {
352
- return !(this.hasChildren() || (this.objects.length > 0));
353
- }
354
-
355
- /**
356
- * return true if the node has any children
357
- * @name hasChildren
358
- * @memberof QuadTree
359
- * @returns {boolean} true if the node has any children
360
- */
361
- hasChildren() {
362
- for (let i = 0; i < this.nodes.length; i = i + 1) {
363
- const subnode = this.nodes[i];
364
- if (subnode.length > 0 || subnode.objects.length > 0) {
365
- return true;
366
- }
367
- }
368
- return false;
369
- }
370
-
371
- /**
372
- * clear the quadtree
373
- * @name clear
374
- * @memberof QuadTree
375
- * @param {Bounds} [bounds=this.bounds] - the bounds to be cleared
376
- */
377
- clear(bounds) {
378
- this.objects.length = 0;
379
-
380
- for (let i = 0; i < this.nodes.length; i++) {
381
- this.nodes[i].clear();
382
- // recycle the quadTree object
383
- QT_ARRAY_PUSH(this.nodes[i]);
384
- }
385
- // empty the array
386
- this.nodes.length = 0;
387
-
388
- // resize the root bounds if required
389
- if (typeof bounds !== "undefined") {
390
- this.bounds.setMinMax(bounds.min.x, bounds.min.y, bounds.max.x, bounds.max.y);
391
- }
392
- }
393
- }
@@ -1,48 +0,0 @@
1
- import Vector2d from "./../math/vector2.js";
2
-
3
- /**
4
- * @classdesc
5
- * An object representing the result of an intersection.
6
- * @property {Renderable} a The first object participating in the intersection
7
- * @property {Renderable} b The second object participating in the intersection
8
- * @property {number} overlap Magnitude of the overlap on the shortest colliding axis
9
- * @property {Vector2d} overlapV The overlap vector (i.e. `overlapN.scale(overlap, overlap)`). If this vector is subtracted from the position of a, a and b will no longer be colliding
10
- * @property {Vector2d} overlapN The shortest colliding axis (unit-vector)
11
- * @property {boolean} aInB Whether the first object is entirely inside the second
12
- * @property {boolean} bInA Whether the second object is entirely inside the first
13
- * @property {number} indexShapeA The index of the colliding shape for the object a body
14
- * @property {number} indexShapeB The index of the colliding shape for the object b body
15
- * @name ResponseObject
16
- * @public
17
- */
18
- export default class ResponseObject {
19
- constructor() {
20
- this.a = null;
21
- this.b = null;
22
- this.overlapN = new Vector2d();
23
- this.overlapV = new Vector2d();
24
- this.aInB = true;
25
- this.bInA = true;
26
- this.indexShapeA = -1;
27
- this.indexShapeB = -1;
28
- this.overlap = Number.MAX_VALUE;
29
- }
30
-
31
- /**
32
- * Set some values of the response back to their defaults. <br>
33
- * Call this between tests if you are going to reuse a single <br>
34
- * Response object for multiple intersection tests <br>
35
- * (recommended as it will avoid allocating extra memory) <br>
36
- * @name clear
37
- * @public
38
- * @returns {object} this object for chaining
39
- */
40
- clear () {
41
- this.aInB = true;
42
- this.bInA = true;
43
- this.overlap = Number.MAX_VALUE;
44
- this.indexShapeA = -1;
45
- this.indexShapeB = -1;
46
- return this;
47
- }
48
- }