melonjs 19.4.0 → 19.6.0
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.
- package/README.md +18 -2
- package/build/application/application.d.ts.map +1 -1
- package/build/application/settings.d.ts +25 -2
- package/build/application/settings.d.ts.map +1 -1
- package/build/audio/audio.d.ts +77 -253
- package/build/audio/audio.d.ts.map +1 -1
- package/build/audio/backend.d.ts +121 -0
- package/build/audio/backend.d.ts.map +1 -0
- package/build/audio/playback.d.ts +157 -0
- package/build/audio/playback.d.ts.map +1 -0
- package/build/audio/procedural.d.ts +105 -0
- package/build/audio/procedural.d.ts.map +1 -0
- package/build/audio/types.d.ts +205 -0
- package/build/audio/types.d.ts.map +1 -0
- package/build/index.d.ts +6 -3
- package/build/index.d.ts.map +1 -1
- package/build/index.js +2447 -396
- package/build/index.js.map +4 -4
- package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
- package/build/level/tiled/TMXTileset.d.ts +12 -0
- package/build/level/tiled/TMXTileset.d.ts.map +1 -1
- package/build/level/tiled/factories/shape.d.ts +1 -1
- package/build/level/tiled/factories/shape.d.ts.map +1 -1
- package/build/level/tiled/factories/tile.d.ts.map +1 -1
- package/build/loader/loader.d.ts +2 -2
- package/build/loader/loader.d.ts.map +1 -1
- package/build/loader/parsers/aseprite.d.ts +37 -0
- package/build/loader/parsers/aseprite.d.ts.map +1 -0
- package/build/physics/adapter.d.ts +560 -0
- package/build/physics/adapter.d.ts.map +1 -0
- package/build/physics/bounds.d.ts +18 -5
- package/build/physics/bounds.d.ts.map +1 -1
- package/build/physics/builtin/body.d.ts +605 -0
- package/build/physics/builtin/body.d.ts.map +1 -0
- package/build/physics/builtin/builtin-adapter.d.ts +91 -0
- package/build/physics/builtin/builtin-adapter.d.ts.map +1 -0
- package/build/physics/builtin/detector.d.ts +167 -0
- package/build/physics/builtin/detector.d.ts.map +1 -0
- package/build/physics/builtin/quadtree.d.ts +112 -0
- package/build/physics/builtin/quadtree.d.ts.map +1 -0
- package/build/physics/builtin/raycast.d.ts +4 -0
- package/build/physics/builtin/raycast.d.ts.map +1 -0
- package/build/physics/{sat.d.ts → builtin/sat.d.ts} +7 -7
- package/build/physics/builtin/sat.d.ts.map +1 -0
- package/build/physics/world.d.ts +61 -26
- package/build/physics/world.d.ts.map +1 -1
- package/build/renderable/collectable.d.ts +7 -1
- package/build/renderable/collectable.d.ts.map +1 -1
- package/build/renderable/container.d.ts +0 -13
- package/build/renderable/container.d.ts.map +1 -1
- package/build/renderable/renderable.d.ts +78 -17
- package/build/renderable/renderable.d.ts.map +1 -1
- package/build/renderable/trigger.d.ts +14 -1
- package/build/renderable/trigger.d.ts.map +1 -1
- package/build/renderable/ui/uispriteelement.d.ts.map +1 -1
- package/build/system/timer.d.ts +0 -5
- package/build/system/timer.d.ts.map +1 -1
- package/build/video/canvas/canvas_renderer.d.ts +0 -130
- package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
- package/build/video/renderer.d.ts +111 -0
- package/build/video/renderer.d.ts.map +1 -1
- package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -1
- package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -1
- package/build/video/webgl/effects/shine.d.ts +87 -0
- package/build/video/webgl/effects/shine.d.ts.map +1 -0
- package/build/video/webgl/glshader.d.ts +46 -16
- package/build/video/webgl/glshader.d.ts.map +1 -1
- package/build/video/webgl/shadereffect.d.ts +23 -4
- package/build/video/webgl/shadereffect.d.ts.map +1 -1
- package/build/video/webgl/utils/uniforms.d.ts +8 -0
- package/build/video/webgl/utils/uniforms.d.ts.map +1 -1
- package/build/video/webgl/webgl_renderer.d.ts +0 -106
- package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
- package/package.json +1 -1
- package/build/physics/body.d.ts +0 -351
- package/build/physics/body.d.ts.map +0 -1
- package/build/physics/detector.d.ts +0 -72
- package/build/physics/detector.d.ts.map +0 -1
- package/build/physics/quadtree.d.ts +0 -69
- package/build/physics/quadtree.d.ts.map +0 -1
- package/build/physics/sat.d.ts.map +0 -1
package/build/physics/body.d.ts
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/**
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* @import Entity from "./../renderable/entity/entity.js";
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* @import Container from "./../renderable/container.js";
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* @import Renderable from "./../renderable/renderable.js";
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* @import Sprite from "./../renderable/sprite.js";
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* @import NineSliceSprite from "./../renderable/nineslicesprite.js";
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* @import {Vector2d} from "../math/vector2d.js";
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* @import ResponseObject from "./response.js";
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**/
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/**
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* a Generic Physic Body Object with some physic properties and behavior functionality, to add as a member of a Renderable.
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* @category Physics
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* @see Renderable.body
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*/
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export default class Body {
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/**
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* @param {Renderable|Container|Entity|Sprite|NineSliceSprite} ancestor - the parent object this body is attached to
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* @param {Rect|Rect[]|Polygon|Polygon[]|Line|Line[]|Ellipse|Ellipse[]|Point|Point[]|Bounds|Bounds[]|object} [shapes] - a initial shape, list of shapes, or JSON object defining the body
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* @param {Function} [onBodyUpdate] - callback for when the body is updated (e.g. add/remove shapes)
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*/
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constructor(ancestor: Renderable | Container | Entity | Sprite | NineSliceSprite, shapes?: Rect | Rect[] | Polygon | Polygon[] | Line | Line[] | Ellipse | Ellipse[] | Point | Point[] | Bounds | Bounds[] | object, onBodyUpdate?: Function);
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/**
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* a reference to the parent object that contains this body,
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* or undefined if it has not been added to one.
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* @public
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* @type {Renderable|Container|Entity|Sprite|NineSliceSprite}
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* @default undefined
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*/
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public ancestor: Renderable | Container | Entity | Sprite | NineSliceSprite;
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/**
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* The AABB bounds box representing this body
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* @public
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* @type {Bounds}
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*/
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public bounds: Bounds;
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/**
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* The collision shapes of the body
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* @ignore
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* @type {Polygon[]|Line[]|Ellipse[]|Point|Point[]}
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*/
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shapes: Polygon[] | Line[] | Ellipse[] | Point | Point[];
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/**
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* The body collision mask, that defines what should collide with what.<br>
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* (by default will collide with all entities)
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* @ignore
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* @type {number}
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* @default collision.types.ALL_OBJECT
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* @see collision.types
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*/
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collisionMask: number;
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/**
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* define the collision type of the body for collision filtering
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* @public
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* @type {number}
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* @default collision.types.ENEMY_OBJECT
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* @see collision.types
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* @example
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* // set the body collision type
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* body.collisionType = me.collision.types.PLAYER_OBJECT;
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*/
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public collisionType: number;
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/**
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* The current velocity of the body.
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* See to apply a force if you need to modify a body velocity
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* @see Body.force
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* @public
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* @type {Vector2d}
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* @default <0,0>
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*/
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public vel: Vector2d;
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/**
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* body force to apply to this the body in the current step.
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* (any positive or negative force will be cancelled after every world/body update cycle)
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* @public
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* @type {Vector2d}
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* @default <0,0>
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* @see Body.setMaxVelocity
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* @example
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* // define a default maximum acceleration, initial force and friction
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* this.body.force.set(1, 0);
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* this.body.friction.set(0.4, 0);
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* this.body.setMaxVelocity(3, 15);
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*
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* // apply a positive or negative force when pressing left of right key
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* update(dt) {
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* if (me.input.isKeyPressed("left")) {
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* this.body.force.x = -this.body.maxVel.x;
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* } else if (me.input.isKeyPressed("right")) {
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* this.body.force.x = this.body.maxVel.x;
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* }
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* }
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*/
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public force: Vector2d;
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/**
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* body friction
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* @public
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* @type {Vector2d}
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* @default <0,0>
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*/
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public friction: Vector2d;
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/**
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* the body bounciness level when colliding with other solid bodies :
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* a value of 0 will not bounce, a value of 1 will fully rebound.
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* @public
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* @type {number}
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* @default 0
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*/
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public bounce: number;
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/**
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* the body mass
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* @public
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* @type {number}
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* @default 1
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*/
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public mass: number;
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/**
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* max velocity (to limit body velocity)
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* @public
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* @type {Vector2d}
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* @default <490,490>
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*/
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public maxVel: Vector2d;
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/**
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* Either this body is a static body or not.
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* A static body is completely fixed and can never change position or angle.
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* @readonly
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* @public
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* @type {boolean}
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* @default false
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*/
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public readonly isStatic: boolean;
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/**
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* The degree to which this body is affected by the world gravity
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* @public
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* @see {@link World.gravity}
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* @type {number}
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* @default 1.0
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*/
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public gravityScale: number;
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/**
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* If true this body won't be affected by the world gravity
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* @public
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* @see {@link World.gravity}
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* @type {boolean}
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* @default false
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*/
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public ignoreGravity: boolean;
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/**
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* falling state of the body<br>
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* true if the object is falling<br>
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* false if the object is standing on something<br>
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* @readonly
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* @public
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* @type {boolean}
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* @default false
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*/
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public readonly falling: boolean;
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/**
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* jumping state of the body<br>
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* equal true if the body is jumping<br>
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* @public
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* @type {boolean}
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* @default false
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*/
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public readonly jumping: boolean;
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onBodyUpdate: Function | undefined;
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/**
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* set the body as a static body
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* static body do not move automatically and do not check against collision with others
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* @param {boolean} [isStatic=true]
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*/
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setStatic(isStatic?: boolean): void;
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/**
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* add a collision shape to this body <br>
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* (note: me.Rect objects will be converted to me.Polygon before being added)
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* @param {Rect|Polygon|Line|Ellipse|Point|Point[]|Bounds|object} shape - a shape or JSON object
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* @returns {number} the shape array length
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* @example
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* // add a rectangle shape
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* this.body.addShape(new me.Rect(0, 0, image.width, image.height));
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* // add a shape from a JSON object
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* this.body.addShape(me.loader.getJSON("shapesdef").banana);
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*/
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addShape(shape: Rect | Polygon | Line | Ellipse | Point | Point[] | Bounds | object): number;
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/**
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* set the body vertices to the given one
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* @param {Vector2d[]} vertices - an array of me.Vector2d points defining a convex hull
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* @param {number} [index=0] - the shape object for which to set the vertices
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* @param {boolean} [clear=true] - either to reset the body definition before adding the new vertices
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*/
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setVertices(vertices: Vector2d[], index?: number, clear?: boolean): void;
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/**
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* add the given vertices to the body shape
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* @param {Vector2d[]} vertices - an array of me.Vector2d points defining a convex hull
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* @param {number} [index=0] - the shape object for which to set the vertices
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*/
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addVertices(vertices: Vector2d[], index?: number): void;
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/**
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* add collision mesh based on a JSON object
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* (this will also apply any physic properties defined in the given JSON file)
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* @param {object} json - a JSON object as exported from a Physics Editor tool
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* @param {string} [id] - an optional shape identifier within the given the json object
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* @see https://www.codeandweb.com/physicseditor
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* @returns {number} how many shapes were added to the body
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* @example
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* // define the body based on the banana shape
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* this.body.fromJSON(me.loader.getJSON("shapesdef").banana);
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* // or ...
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* this.body.fromJSON(me.loader.getJSON("shapesdef"), "banana");
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*/
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fromJSON(json: object, id?: string): number;
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/**
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* return the collision shape at the given index
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* @param {number} [index=0] - the shape object at the specified index
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* @returns {Polygon|Line|Ellipse} shape a shape object if defined
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*/
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getShape(index?: number): Polygon | Line | Ellipse;
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/**
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* returns the AABB bounding box for this body
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* @returns {Bounds} bounding box Rectangle object
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*/
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getBounds(): Bounds;
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/**
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* remove the specified shape from the body shape list
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* @param {Polygon|Line|Ellipse} shape - a shape object
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* @returns {number} the shape array length
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*/
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removeShape(shape: Polygon | Line | Ellipse): number;
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/**
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* remove the shape at the given index from the body shape list
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* @param {number} index - the shape object at the specified index
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* @returns {number} the shape array length
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*/
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removeShapeAt(index: number): number;
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/**
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* By default all physic bodies are able to collide with all other bodies, <br>
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* but it's also possible to specify 'collision filters' to provide a finer <br>
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* control over which body can collide with each other.
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* @see collision.types
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* @param {number} [bitmask = collision.types.ALL_OBJECT] - the collision mask
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* @example
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* // filter collision detection with collision shapes, enemies and collectables
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* body.setCollisionMask(me.collision.types.WORLD_SHAPE | me.collision.types.ENEMY_OBJECT | me.collision.types.COLLECTABLE_OBJECT);
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setCollisionMask(bitmask?: number): void;
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setCollisionType(type: number): void;
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respondToCollision(response: ResponseObject): void;
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forEach(callback: Function, thisArg?: object): void;
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* @example
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* if (mySprite.body.contains(10, 10)) {
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* // do something
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* }
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* // or
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* if (mySprite.body.contains(myVector2d)) {
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* // do something
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* }
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*/
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contains(...args: any[]): boolean;
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/**
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* Rotate this body (counter-clockwise) by the specified angle (in radians).
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*/
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rotate(angle: number, v?: Vector2d): Body;
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/**
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* cap the body velocity (body.maxVel property) to the specified value<br>
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* @param {number} x - max velocity on x axis
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* @param {number} y - max velocity on y axis
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*/
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setMaxVelocity(x: number, y: number): void;
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/**
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* set the body default friction
|
|
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|
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* @param {number} x - horizontal friction
|
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|
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* @param {number} y - vertical friction
|
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*/
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|
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setFriction(x?: number, y?: number): void;
|
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/**
|
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|
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* Updates the parent's position as well as computes the new body's velocity based
|
|
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|
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* on the values of force/friction. Velocity changes are proportional to the
|
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|
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* me.timer.tick value (which can be used to scale velocities). The approach to moving the
|
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|
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* parent renderable is to compute new values of the Body.vel property then add them to
|
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|
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* the parent.pos value thus changing the position by the amount of Body.vel each time the
|
|
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|
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* update call is made. <br>
|
|
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|
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* Updates to Body.vel are bounded by maxVel (which defaults to viewport size if not set) <br>
|
|
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|
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* At this time a call to Body.Update does not call the onBodyUpdate callback that is listed in the constructor arguments.
|
|
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|
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* @protected
|
|
328
|
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* @param {number} dt - time since the last update in milliseconds.
|
|
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|
-
* @returns {boolean} true if resulting velocity is different than 0
|
|
330
|
-
*/
|
|
331
|
-
protected update(): boolean;
|
|
332
|
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/**
|
|
333
|
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* Destroy function<br>
|
|
334
|
-
* @ignore
|
|
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|
-
*/
|
|
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|
-
destroy(): void;
|
|
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|
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}
|
|
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|
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import type Renderable from "./../renderable/renderable.js";
|
|
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|
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import type Container from "./../renderable/container.js";
|
|
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|
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import type Entity from "./../renderable/entity/entity.js";
|
|
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|
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import type Sprite from "./../renderable/sprite.js";
|
|
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|
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import type NineSliceSprite from "./../renderable/nineslicesprite.js";
|
|
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|
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import { Bounds } from "./bounds.ts";
|
|
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|
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import { Polygon } from "../geometries/polygon.ts";
|
|
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|
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import { Line } from "./../geometries/line.ts";
|
|
346
|
-
import { Ellipse } from "./../geometries/ellipse.ts";
|
|
347
|
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import { Point } from "../geometries/point.ts";
|
|
348
|
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import type { Vector2d } from "../math/vector2d.js";
|
|
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|
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import { Rect } from "./../geometries/rectangle.ts";
|
|
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|
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import type ResponseObject from "./response.js";
|
|
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//# sourceMappingURL=body.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"body.d.ts","sourceRoot":"","sources":["../../src/physics/body.js"],"names":[],"mappings":"AAaA;;;;;;;;IAQI;AAEJ;;;;GAIG;AACH;IACC;;;;OAIG;IACH,sBAJW,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,WAClD,IAAI,GAAC,IAAI,EAAE,GAAC,OAAO,GAAC,OAAO,EAAE,GAAC,IAAI,GAAC,IAAI,EAAE,GAAC,OAAO,GAAC,OAAO,EAAE,GAAC,KAAK,GAAC,KAAK,EAAE,GAAC,MAAM,GAAC,MAAM,EAAE,GAAC,MAAM,2BAyM1G;IArMA;;;;;;OAMG;IACH,iBAHU,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,CAGpC;IAGvB;;;;OAIG;IACH,eAFU,MAAM,CAEc;IAI9B;;;;OAIG;IACH,QAFU,OAAO,EAAE,GAAC,IAAI,EAAE,GAAC,OAAO,EAAE,GAAC,KAAK,GAAC,KAAK,EAAE,CAElC;IAGjB;;;;;;;OAOG;IACH,eAJU,MAAM,CAI+B;IAE/C;;;;;;;;;OASG;IACH,sBAPU,MAAM,CAOiC;IAGhD;;;;;;;OAOG;IACH,YAHU,QAAQ,CAGW;IAK7B;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,cAlBU,QAAQ,CAkBa;IAK/B;;;;;OAKG;IACH,iBAHU,QAAQ,CAGgB;IAInC;;;;;;OAMG;IACH,eAHU,MAAM,CAGD;IAEf;;;;;OAKG;IACH,aAHU,MAAM,CAGH;IAGZ;;;;;OAKG;IACH,eAHU,QAAQ,CAGc;IAKjC;;;;;;;OAOG;IACH,0BAHU,OAAO,CAGI;IAErB;;;;;;OAMG;IACH,qBAHU,MAAM,CAGO;IAEvB;;;;;;OAMG;IACH,sBAHU,OAAO,CAGS;IAE1B;;;;;;;;OAQG;IACH,yBAHU,OAAO,CAGG;IAEpB;;;;;;;OAOG;IACH,yBAHU,OAAO,CAGG;IAGnB,mCAAgC;IAoBlC;;;;OAIG;IACH,qBAFW,OAAO,QAIjB;IAED;;;;;;;;;;OAUG;IACH,gBARW,IAAI,GAAC,OAAO,GAAC,IAAI,GAAC,OAAO,GAAC,KAAK,GAAC,KAAK,EAAE,GAAC,MAAM,GAAC,MAAM,GACnD,MAAM,CAgDlB;IAED;;;;;OAKG;IACH,sBAJW,QAAQ,EAAE,UACV,MAAM,UACN,OAAO,QAiBjB;IAED;;;;OAIG;IACH,sBAHW,QAAQ,EAAE,UACV,MAAM,QAIhB;IAED;;;;;;;;;;;;OAYG;IACH,eAVW,MAAM,OACN,MAAM,GAEJ,MAAM,CAmClB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,OAAO,GAAC,IAAI,GAAC,OAAO,CAIhC;IAED;;;OAGG;IACH,aAFa,MAAM,CAIlB;IAED;;;;OAIG;IACH,mBAHW,OAAO,GAAC,IAAI,GAAC,OAAO,GAClB,MAAM,CAalB;IAED;;;;OAIG;IACH,qBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;;;;;;;;;;OAYG;IACH,2BARW,MAAM,QAUhB;IAED;;;;;;;OAOG;IACH,uBALW,MAAM,QAmBhB;IAED;;;;OAIG;IACH,6BAHW,cAAc,QA4CxB;IAED;;;;;;;;;;;;;;;;OAgBG;IACH,sCAVW,MAAM,QAwBhB;IAED;;;;;;;;;;;;;OAaG;IACH,0BAVa,OAAO,CA+BnB;IAED;;;;;;OAMG;IACH,cAJW,MAAM,MACN,QAAQ,GACN,IAAI,CAsBhB;IAED;;;;OAIG;IACH,kBAHW,MAAM,KACN,MAAM,QAKhB;IAED;;;;OAIG;IACH,gBAHW,MAAM,MACN,MAAM,QAKhB;IAED;;;;;;;;;;;;OAYG;IACH,oBAFa,OAAO,CAgDnB;IAED;;;OAGG;IACH,gBA+BC;CACD;4BAjsB0B,+BAA+B;2BADhC,8BAA8B;wBADjC,kCAAkC;wBAGlC,2BAA2B;iCAClB,oCAAoC;uBARjC,aAAa;wBAPX,0BAA0B;qBAFhC,yBAAyB;wBADhC,4BAA4B;sBAEnB,wBAAwB;8BAiB9B,qBAAqB;qBAf3B,8BAA8B;gCAgBpB,eAAe"}
|
|
@@ -1,72 +0,0 @@
|
|
|
1
|
-
export default Detector;
|
|
2
|
-
/**
|
|
3
|
-
* the Detector class contains methods for detecting collisions between bodies using a broadphase algorithm.
|
|
4
|
-
*/
|
|
5
|
-
declare class Detector {
|
|
6
|
-
/**
|
|
7
|
-
* @param {Container} world - the physic world this detector is bind to
|
|
8
|
-
*/
|
|
9
|
-
constructor(world: Container);
|
|
10
|
-
world: Container;
|
|
11
|
-
/**
|
|
12
|
-
* the default response object used for collisions
|
|
13
|
-
* (will be automatically populated by the collides functions)
|
|
14
|
-
* @type {ResponseObject}
|
|
15
|
-
*/
|
|
16
|
-
response: ResponseObject;
|
|
17
|
-
/**
|
|
18
|
-
* determine if two objects should collide (based on both respective objects body collision mask and type).<br>
|
|
19
|
-
* you can redefine this function if you need any specific rules over what should collide with what.
|
|
20
|
-
* @param {Renderable|Container|Entity|Sprite|NineSliceSprite} a - a reference to the object A.
|
|
21
|
-
* @param {Renderable|Container|Entity|Sprite|NineSliceSprite} b - a reference to the object B.
|
|
22
|
-
* @returns {boolean} true if they should collide, false otherwise
|
|
23
|
-
*/
|
|
24
|
-
shouldCollide(a: Renderable | Container | Entity | Sprite | NineSliceSprite, b: Renderable | Container | Entity | Sprite | NineSliceSprite): boolean;
|
|
25
|
-
/**
|
|
26
|
-
* detect collision between two bodies.
|
|
27
|
-
* @param {Body} bodyA - a reference to body A.
|
|
28
|
-
* @param {Body} bodyB - a reference to body B.
|
|
29
|
-
* @returns {boolean} true if colliding
|
|
30
|
-
*/
|
|
31
|
-
collides(bodyA: Body, bodyB: Body, response?: ResponseObject): boolean;
|
|
32
|
-
/**
|
|
33
|
-
* find all the collisions for the specified object using a broadphase algorithm
|
|
34
|
-
* @ignore
|
|
35
|
-
* @param {Renderable|Container|Entity|Sprite|NineSliceSprite} objA - object to be tested for collision
|
|
36
|
-
* @returns {boolean} in case of collision, false otherwise
|
|
37
|
-
*/
|
|
38
|
-
collisions(objA: Renderable | Container | Entity | Sprite | NineSliceSprite): boolean;
|
|
39
|
-
/**
|
|
40
|
-
* Checks for object colliding with the given line
|
|
41
|
-
* @ignore
|
|
42
|
-
* @param {Line} line - line to be tested for collision
|
|
43
|
-
* @param {Array.<Renderable>} [result] - a user defined array that will be populated with intersecting physic objects.
|
|
44
|
-
* @returns {Array.<Renderable>} an array of intersecting physic objects
|
|
45
|
-
* @example
|
|
46
|
-
* // define a line accross the viewport
|
|
47
|
-
* let ray = new Line(
|
|
48
|
-
* // absolute position of the line
|
|
49
|
-
* 0, 0, [
|
|
50
|
-
* // starting point relative to the initial position
|
|
51
|
-
* new Vector2d(0, 0),
|
|
52
|
-
* // ending point
|
|
53
|
-
* new Vector2d(app.viewport.width, app.viewport.height)
|
|
54
|
-
* ]);
|
|
55
|
-
*
|
|
56
|
-
* // check for collition
|
|
57
|
-
* result = me.collision.rayCast(ray);
|
|
58
|
-
*
|
|
59
|
-
* if (result.length > 0) {
|
|
60
|
-
* // ...
|
|
61
|
-
* }
|
|
62
|
-
*/
|
|
63
|
-
rayCast(line: Line, result?: Array<Renderable>): Array<Renderable>;
|
|
64
|
-
}
|
|
65
|
-
import type Container from "./../renderable/container.js";
|
|
66
|
-
import ResponseObject from "./response.js";
|
|
67
|
-
import type Renderable from "./../renderable/renderable.js";
|
|
68
|
-
import type Entity from "./../renderable/entity/entity.js";
|
|
69
|
-
import type Sprite from "./../renderable/sprite.js";
|
|
70
|
-
import type NineSliceSprite from "./../renderable/nineslicesprite.js";
|
|
71
|
-
import type { Line } from "./../geometries/line.ts";
|
|
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|
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//# sourceMappingURL=detector.d.ts.map
|
|
@@ -1 +0,0 @@
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|
1
|
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{"version":3,"file":"detector.d.ts","sourceRoot":"","sources":["../../src/physics/detector.js"],"names":[],"mappings":";AAuDA;;GAEG;AACH;IACC;;OAEG;IACH,mBAFW,SAAS,EAYnB;IARA,iBAAkB;IAElB;;;;OAIG;IACH,UAFU,cAAc,CAEY;IAGrC;;;;;;OAMG;IACH,iBAJW,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,KAClD,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,GAChD,OAAO,CAiBnB;IAED;;;;;OAKG;IACH,gBAJW,IAAI,SACJ,IAAI,8BACF,OAAO,CAkCnB;IAED;;;;;OAKG;IACH,iBAHW,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,GAChD,OAAO,CAsGnB;IAED;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IACH,cArBW,IAAI,WACJ,KAAK,CAAE,UAAU,CAAC,GAChB,KAAK,CAAE,UAAU,CAAC,CAiE9B;CACD;2BA5RyB,8BAA8B;2BA/B7B,eAAe;4BAgCf,+BAA+B;wBAFnC,kCAAkC;wBAGlC,2BAA2B;iCAClB,oCAAoC;0BAC7C,yBAAyB"}
|
|
@@ -1,69 +0,0 @@
|
|
|
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|
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/**
|
|
2
|
-
* a QuadTree implementation in JavaScript, a 2d spatial subdivision algorithm.
|
|
3
|
-
* @category Physics
|
|
4
|
-
* @see game.world.broadphase
|
|
5
|
-
*/
|
|
6
|
-
export default class QuadTree {
|
|
7
|
-
/**
|
|
8
|
-
* @param {World} world - the physic world this QuadTree belongs to
|
|
9
|
-
* @param {Bounds} bounds - bounds of the node
|
|
10
|
-
* @param {number} [max_objects=4] - max objects a node can hold before splitting into 4 subnodes
|
|
11
|
-
* @param {number} [max_levels=4] - total max levels inside root Quadtree
|
|
12
|
-
* @param {number} [level] - deepth level, required for subnodes
|
|
13
|
-
*/
|
|
14
|
-
constructor(world: World, bounds: Bounds, max_objects?: number, max_levels?: number, level?: number);
|
|
15
|
-
world: World;
|
|
16
|
-
bounds: Bounds;
|
|
17
|
-
max_objects: number;
|
|
18
|
-
max_levels: number;
|
|
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|
-
level: number;
|
|
20
|
-
objects: any[];
|
|
21
|
-
nodes: any[];
|
|
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|
-
split(): void;
|
|
23
|
-
getIndex(item: any): number;
|
|
24
|
-
/**
|
|
25
|
-
* Insert the given object container into the node.
|
|
26
|
-
* @param {Container} container - group of objects to be added
|
|
27
|
-
*/
|
|
28
|
-
insertContainer(container: Container): void;
|
|
29
|
-
/**
|
|
30
|
-
* Insert the given object into the node. If the node
|
|
31
|
-
* exceeds the capacity, it will split and add all
|
|
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|
-
* objects to their corresponding subnodes.
|
|
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|
-
* @param {object} item - object to be added
|
|
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|
-
*/
|
|
35
|
-
insert(item: object): void;
|
|
36
|
-
/**
|
|
37
|
-
* Return all objects that could collide with the given object
|
|
38
|
-
* @param {object} item - object to be checked against
|
|
39
|
-
* @param {object} [fn] - a sorting function for the returned array
|
|
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|
-
* @returns {object[]} array with all detected objects
|
|
41
|
-
*/
|
|
42
|
-
retrieve(item: object, fn?: object, result: any): object[];
|
|
43
|
-
/**
|
|
44
|
-
* Remove the given item from the quadtree.
|
|
45
|
-
* (this function won't recalculate the impacted node)
|
|
46
|
-
* @param {object} item - object to be removed
|
|
47
|
-
* @returns {boolean} true if the item was found and removed.
|
|
48
|
-
*/
|
|
49
|
-
remove(item: object): boolean;
|
|
50
|
-
/**
|
|
51
|
-
* return true if the node is prunable
|
|
52
|
-
* @returns {boolean} true if the node is prunable
|
|
53
|
-
*/
|
|
54
|
-
isPrunable(): boolean;
|
|
55
|
-
/**
|
|
56
|
-
* return true if the node has any children
|
|
57
|
-
* @returns {boolean} true if the node has any children
|
|
58
|
-
*/
|
|
59
|
-
hasChildren(): boolean;
|
|
60
|
-
/**
|
|
61
|
-
* clear the quadtree
|
|
62
|
-
* @param {Bounds} [bounds=this.bounds] - the bounds to be cleared
|
|
63
|
-
*/
|
|
64
|
-
clear(bounds?: Bounds): void;
|
|
65
|
-
}
|
|
66
|
-
import type World from "./world.js";
|
|
67
|
-
import type { Bounds } from "./bounds.ts";
|
|
68
|
-
import type Container from "./../renderable/container.js";
|
|
69
|
-
//# sourceMappingURL=quadtree.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"quadtree.d.ts","sourceRoot":"","sources":["../../src/physics/quadtree.js"],"names":[],"mappings":"AA2DA;;;;GAIG;AACH;IACC;;;;;;OAMG;IACH,mBANW,KAAK,UACL,MAAM,gBACN,MAAM,eACN,MAAM,UACN,MAAM,EAahB;IAVA,aAAkB;IAClB,eAAoB;IAEpB,oBAA8B;IAC9B,mBAA4B;IAE5B,cAAkB;IAElB,eAAiB;IACjB,aAAe;IAMhB,cA8DC;IAOD,4BA+CC;IAED;;;OAGG;IACH,2BAFW,SAAS,QAyBnB;IAED;;;;;OAKG;IACH,aAFW,MAAM,QAoChB;IAED;;;;;OAKG;IACH,eAJW,MAAM,OACN,MAAM,gBACJ,MAAM,EAAE,CAmCpB;IAED;;;;;OAKG;IACH,aAHW,MAAM,GACJ,OAAO,CAkCnB;IAED;;;OAGG;IACH,cAFa,OAAO,CAInB;IAED;;;OAGG;IACH,eAFa,OAAO,CAUnB;IAED;;;OAGG;IACH,eAFW,MAAM,QAsBhB;CACD;uBAlZqB,YAAY;4BAET,aAAa;2BADZ,8BAA8B"}
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"sat.d.ts","sourceRoot":"","sources":["../../src/physics/sat.js"],"names":[],"mappings":"AAiNA;;;;;;;;;GASG;AACH,sCAPW,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,SAClD,OAAO,KACP,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,SAClD,OAAO,aACP,QAAQ,YAAC,GACP,OAAO,CA8CnB;AAED;;;;;;;;;;GAUG;AACH,sCARW,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,YAClD,OAAO,KACP,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,YAClD,OAAO,aACP,QAAQ,YAAC,GAEP,OAAO,CAiEnB;AAED;;;;;;;;;GASG;AACH,sCAPW,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,SAClD,OAAO,KACP,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,YAClD,OAAO,aACP,QAAQ,YAAC,GACP,OAAO,CAsKnB;AAED;;;;;;;;;;;;GAYG;AACH,sCARW,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,YAClD,OAAO,KACP,UAAU,GAAC,SAAS,GAAC,MAAM,GAAC,MAAM,GAAC,eAAe,SAClD,OAAO,aACP,QAAQ,YAAC,GAEP,OAAO,CAiBnB;4BAvhB0B,+BAA+B;2BADhC,8BAA8B;wBADjC,kCAAkC;wBAGlC,2BAA2B;iCAClB,oCAAoC;6BAC1C,0BAA0B;6BAC1B,4BAA4B"}
|