Added phaser build and hellophaser sample
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src/geom/Polygon.js
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src/geom/Polygon.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Adrien Brault <adrien.brault@gmail.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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* Creates a new Polygon. You have to provide a list of points.
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* This can be an array of Points that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...],
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* or the arguments passed can be all the points of the polygon e.g. `new Phaser.Polygon(new Phaser.Point(), new Phaser.Point(), ...)`, or the
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* arguments passed can be flat x,y values e.g. `new Phaser.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are numbers.
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*
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* @class Phaser.Polygon
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* @classdesc The polygon represents a list of orderded points in space
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* @constructor
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* @param {Array<Phaser.Point>|Array<number>} points - The array of Points.
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*/
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Phaser.Polygon = function (points) {
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/**
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* @property {number} type - The base object type.
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*/
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this.type = Phaser.POLYGON;
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//if points isn't an array, use arguments as the array
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if (!(points instanceof Array))
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{
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points = Array.prototype.slice.call(arguments);
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}
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//if this is a flat array of numbers, convert it to points
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if (typeof points[0] === 'number')
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{
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var p = [];
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for (var i = 0, len = points.length; i < len; i += 2)
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{
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p.push(new Phaser.Point(points[i], points[i + 1]));
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}
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points = p;
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}
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/**
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* @property {array<Phaser.Point>|array<number>} points - The array of vertex Points.
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* @private
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*/
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this._points = points;
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};
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Phaser.Polygon.prototype = {
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/**
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* Creates a clone of this polygon.
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*
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* @method Phaser.Polygon#clone
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* @return {Phaser.Polygon} A copy of the polygon.
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*/
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clone: function () {
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var points = [];
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for (var i=0; i < this.points.length; i++)
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{
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points.push(this.points[i].clone());
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}
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return new Phaser.Polygon(points);
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},
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/**
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* Checks whether the x and y coordinates are contained within this polygon.
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*
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* @method Phaser.Polygon#contains
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* @param {number} x - The X value of the coordinate to test.
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* @param {number} y - The Y value of the coordinate to test.
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* @return {boolean} True if the coordinates are within this polygon, otherwise false.
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*/
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contains: function (x, y) {
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var inside = false;
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// use some raycasting to test hits https://github.com/substack/point-in-polygon/blob/master/index.js
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for (var i = 0, j = this.points.length - 1; i < this.points.length; j = i++)
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{
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var xi = this.points[i].x;
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var yi = this.points[i].y;
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var xj = this.points[j].x;
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var yj = this.points[j].y;
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var intersect = ((yi > y) !== (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi);
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if (intersect)
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{
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inside = !inside;
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}
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}
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return inside;
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}
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};
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Phaser.Polygon.prototype.constructor = Phaser.Polygon;
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/*
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* Sets and modifies the points of this polygon.
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*
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* @name Phaser.Polygon#points
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* @property {array<Phaser.Point>|array<number>} points - The array of vertex points
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*/
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Object.defineProperty(Phaser.Polygon.prototype, 'points', {
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get: function() {
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return this._points;
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},
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set: function(points) {
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//if points isn't an array, use arguments as the array
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if (!(points instanceof Array))
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{
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points = Array.prototype.slice.call(arguments);
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}
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//if this is a flat array of numbers, convert it to points
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if (typeof points[0] === 'number')
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{
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var p = [];
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for (var i = 0, len = points.length; i < len; i += 2)
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{
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p.push(new Phaser.Point(points[i], points[i + 1]));
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}
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points = p;
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}
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this._points = points;
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}
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});
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/**
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* Returns the area of the polygon.
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*
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* @name Phaser.Circle#right
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* @readonly
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*/
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Object.defineProperty(Phaser.Polygon.prototype, 'area', {
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get: function() {
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var p1;
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var p2;
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var avgHeight;
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var width;
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var i;
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var y0 = Number.MAX_VALUE;
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var area = 0;
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// Find lowest boundary
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for (i = 0; i < this.points.length; i++)
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{
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if (this.points[i].y < y0)
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{
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y0 = this.points[i].y;
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}
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}
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for (i = 0; i< this.points.length; i++)
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{
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p1 = this.points[i];
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if (i === this.points.length - 1)
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{
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p2 = this.points[0];
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}
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else
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{
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p2 = this.points[i+1];
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}
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avgHeight = ((p1.y - y0) + (p2.y - y0)) / 2;
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width = p1.x - p2.x;
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area += avgHeight * width;
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}
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return area;
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}
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});
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// Because PIXI uses its own Polygon, we'll replace it with ours to avoid duplicating code or confusion.
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PIXI.Polygon = Phaser.Polygon;
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