new QuadTree(pLevel, pBounds)
The quad tree is used to subdivide the game space to optimize the performance
for collisions testing.
Parameters:
Name | Type | Description |
---|---|---|
pLevel |
int | The level of depth of the quad tree to create. |
pBounds |
FM.Rectangle | The rectangle delimiting the quad tree in the screen space. |
- Source:
Methods
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clear()
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Clears the quadtree.
- Source:
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destroy()
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Destroy the quad tree.
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insert(gameObject)
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/* Insert the object into the quadtree. If the node exceeds the capacity, it will split and add all objects to their corresponding nodes.
Parameters:
Name Type Description gameObject
FM.GameObject The game object to insert in the quad tree. - Source:
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remove(gameObject)
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/* Remove the object from the quadtree.
Parameters:
Name Type Description gameObject
FM.GameObject The game object to insert in the quad tree. - Source:
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retrieve(gameObject) → {Array}
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/* Return all objects that could collide with the given object.
Parameters:
Name Type Description gameObject
FM.GameObject The game object to test if it can collide with any other object. - Source:
Returns:
The list of objects that can collide with the given one.- Type
- Array