The top left coordinate of the quadtree.
The top left coordinate of the quadtree.
The width of the quadtree in pixels.
The height of the quadtree in pixels.
The maximum number of objects per node.
The maximum number of levels to iterate to.
Which level is this?
Object that contains the quadtree bounds.
Clear the quadtree.
Determine which node the object belongs to.
Determine which node the object belongs to.
The bounds in which to check.
index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.
The height of the quadtree in pixels.
Insert the object into the node.
Insert the object into the node. If the node exceeds the capacity, it will split and add all objects to their corresponding subnodes.
The Body object to insert into the quadtree. Can be any object so long as it exposes x, y, right and bottom properties.
Which level is this?
The maximum number of levels to iterate to.
The maximum number of objects per node.
Array of associated child nodes.
Array of quadtree children.
Populates this quadtree with the children of the given 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.
The Group to add to the quadtree.
Handler for the populate method.
Handler for the populate method.
The Sprite to check.
Resets the QuadTree.
Resets the QuadTree.
The top left coordinate of the quadtree.
The top left coordinate of the quadtree.
The width of the quadtree in pixels.
The height of the quadtree in pixels.
The maximum number of objects per node.
The maximum number of levels to iterate to.
Which level is this?
Return all objects that could collide with the given Sprite or Rectangle.
Return all objects that could collide with the given Sprite or Rectangle.
The source object to check the QuadTree against. Either a Sprite or Rectangle.
Array with all detected objects.
Split the node into 4 subnodes
The width of the quadtree in pixels.
The top left coordinate of the quadtree.
The top left coordinate of the quadtree.
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.
2.6.2
http://phaser.io/docs/2.6.2/Phaser.QuadTree.html