new QuadTree(x, y, width, height, maxObjects, maxLevels, level)
A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result. Original version at https://github.com/timohausmann/quadtree-js/
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
x |
number | The top left coordinate of the quadtree. |
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y |
number | The top left coordinate of the quadtree. |
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width |
number | The width of the quadtree in pixels. |
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height |
number | The height of the quadtree in pixels. |
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maxObjects |
number |
<optional> |
10 | The maximum number of objects per node. |
maxLevels |
number |
<optional> |
4 | The maximum number of levels to iterate to. |
level |
number |
<optional> |
0 | Which level is this? |
- Source code: math/QuadTree.js, line 23
Public Properties
-
bounds : Object
-
Object that contains the quadtree bounds.
- Source code: math/QuadTree.js, line 45
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level : number
-
The current level.
- Source code: math/QuadTree.js, line 40
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maxLevels : number
-
The maximum number of levels to break down to.
- Default Value
- 4
- Source code: math/QuadTree.js, line 35
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maxObjects : number
-
The maximum number of objects per node.
- Default Value
- 10
- Source code: math/QuadTree.js, line 29
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nodes :array
-
Array of associated child nodes.
- Source code: math/QuadTree.js, line 55
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objects :array
-
Array of quadtree children.
- Source code: math/QuadTree.js, line 50
Public Methods
-
clear()
-
Clear the quadtree.
- Source code: math/QuadTree.js, line 295
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getIndex(rect) → {number}
-
Determine which node the object belongs to.
Parameters
Name Type Description rect
Phaser.Rectangle | object The bounds in which to check.
Returns
number -index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.
- Source code: math/QuadTree.js, line 203
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insert(body)
-
Insert the object into the node. If the node exceeds the capacity, it will split and add all objects to their corresponding subnodes.
Parameters
Name Type Description body
Phaser.Physics.Arcade.Body | object The Body object to insert into the quadtree. Can be any object so long as it exposes x, y, right and bottom properties.
- Source code: math/QuadTree.js, line 151
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populate(group)
-
Populates this quadtree with the children of the given Group. In order to be added the child must exist and have a body property.
Parameters
Name Type Description group
Phaser.Group The Group to add to the quadtree.
- Source code: math/QuadTree.js, line 103
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populateHandler(sprite)
-
Handler for the populate method.
Parameters
Name Type Description sprite
Phaser.Sprite | object The Sprite to check.
- Source code: math/QuadTree.js, line 115
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reset(x, y, width, height, maxObjects, maxLevels, level)
-
Resets the QuadTree.
Parameters
Name Type Argument Default Description x
number The top left coordinate of the quadtree.
y
number The top left coordinate of the quadtree.
width
number The width of the quadtree in pixels.
height
number The height of the quadtree in pixels.
maxObjects
number <optional>
10 The maximum number of objects per node.
maxLevels
number <optional>
4 The maximum number of levels to iterate to.
level
number <optional>
0 Which level is this?
- Source code: math/QuadTree.js, line 69
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retrieve(source) → {array}
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Return all objects that could collide with the given Sprite or Rectangle.
Parameters
Name Type Description source
Phaser.Sprite | Phaser.Rectangle The source object to check the QuadTree against. Either a Sprite or Rectangle.
Returns
array -- Array with all detected objects.
- Source code: math/QuadTree.js, line 247
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split()
-
Split the node into 4 subnodes
- Source code: math/QuadTree.js, line 130