mirror of
https://github.com/librenms/librenms.git
synced 2024-10-07 16:52:45 +00:00
fixing tab spaces and some documentation
This commit is contained in:
@@ -9,198 +9,216 @@
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;(function($, window, document, undefined){
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;(function($, window, document, undefined){
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var defaults = {
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var defaults = {
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colliders_context: document.body,
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colliders_context: document.body
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on_overlap: function(collider_data){},
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// ,on_overlap: function(collider_data){},
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on_overlap_start : function(collider_data){
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// on_overlap_start : function(collider_data){},
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// console.log('the element START being a collider', collider_data);
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// on_overlap_stop : function(collider_data){}
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},
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on_overlap_stop : function(collider_data){
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// console.log('the element STOP being a collider', collider_data);
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}
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};
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};
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/**
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/**
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* Collision
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*
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* @class Collision
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* @class Collision
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*
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* Detects collisions between a DOM element against other DOM elements or
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* Coords objects.
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*
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* @uses Coords
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* @uses Coords
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* @param {HTMLElement} element An Attribute name or object property path
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* @param {HTMLElement} el The jQuery wrapped HTMLElement.
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* @param {String|HTMLElement|Array} colliders An Attribute name or object property path
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* @param {HTMLElement|Array} colliders Can be a jQuery collection
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* @param {Object} [options] An Attribute name or object property path
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* of HTMLElements or an Array of Coords instances.
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* @param {Function} [options.on_overlap] An Attribute name or object property path
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* @param {Object} [options] An Object with all options you want to
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* @param {Function} [options.on_overlap_start] An Attribute name or object property path
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* overwrite:
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* @param {Function} [options.on_overlap_stop] An Attribute name or object property path
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* @param {Function} [options.on_overlap_start] Executes a function the first
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* @return {Object} dasdasdadasd
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* time each `collider ` is overlapped.
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* @param {Function} [options.on_overlap_stop] Executes a function when a
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* `collider` is no longer collided.
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* @param {Function} [options.on_overlap] Executes a function when the
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* mouse is moved during the collision.
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* @return {Object} Collision instance.
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* @constructor
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* @constructor
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*/
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*/
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function Collision(element, colliders, options) {
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function Collision(el, colliders, options) {
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this.options = $.extend(defaults, options);
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this.options = $.extend(defaults, options);
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this.$element = element;
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this.$element = el;
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this.last_colliders = [];
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this.last_colliders = [];
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this.last_colliders_coords = [];
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this.last_colliders_coords = [];
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if (typeof colliders === 'string' || colliders instanceof jQuery) {
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if (typeof colliders === 'string' || colliders instanceof jQuery) {
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this.$colliders = $(colliders,
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this.$colliders = $(colliders,
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this.options.colliders_context).not(this.$element);
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this.options.colliders_context).not(this.$element);
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}else{
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}else{
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this.colliders = $(colliders);
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this.colliders = $(colliders);
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}
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}
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this.init();
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this.init();
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}
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}
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var fn = Collision.prototype;
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var fn = Collision.prototype;
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fn.init = function() {
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fn.init = function() {
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this.find_collisions();
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this.find_collisions();
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};
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};
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fn.overlaps = function(a, b) {
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fn.overlaps = function(a, b) {
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var x = false;
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var x = false;
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var y = false;
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var y = false;
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if ((b.x1 >= a.x1 && b.x1 <= a.x2) ||
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if ((b.x1 >= a.x1 && b.x1 <= a.x2) ||
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(b.x2 >= a.x1 && b.x2 <= a.x2) ||
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(b.x2 >= a.x1 && b.x2 <= a.x2) ||
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(a.x1 >= b.x1 && a.x2 <= b.x2)
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(a.x1 >= b.x1 && a.x2 <= b.x2)
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) { x = true; }
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) { x = true; }
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if ((b.y1 >= a.y1 && b.y1 <= a.y2) ||
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if ((b.y1 >= a.y1 && b.y1 <= a.y2) ||
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(b.y2 >= a.y1 && b.y2 <= a.y2) ||
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(b.y2 >= a.y1 && b.y2 <= a.y2) ||
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(a.y1 >= b.y1 && a.y2 <= b.y2)
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(a.y1 >= b.y1 && a.y2 <= b.y2)
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) { y = true; }
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) { y = true; }
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return (x && y);
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return (x && y);
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};
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};
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fn.detect_overlapping_region = function(a, b){
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fn.detect_overlapping_region = function(a, b){
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var regionX = '';
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var regionX = '';
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var regionY = '';
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var regionY = '';
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if (a.y1 > b.cy && a.y1 < b.y2) { regionX = 'N'; }
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if (a.y1 > b.cy && a.y1 < b.y2) { regionX = 'N'; }
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if (a.y2 > b.y1 && a.y2 < b.cy) { regionX = 'S'; }
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if (a.y2 > b.y1 && a.y2 < b.cy) { regionX = 'S'; }
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if (a.x1 > b.cx && a.x1 < b.x2) { regionY = 'W'; }
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if (a.x1 > b.cx && a.x1 < b.x2) { regionY = 'W'; }
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if (a.x2 > b.x1 && a.x2 < b.cx) { regionY = 'E'; }
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if (a.x2 > b.x1 && a.x2 < b.cx) { regionY = 'E'; }
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return (regionX + regionY) || 'C';
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return (regionX + regionY) || 'C';
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};
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};
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fn.calculate_overlapped_area_coords = function(a, b){
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fn.calculate_overlapped_area_coords = function(a, b){
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var x1 = Math.max(a.x1, b.x1);
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var x1 = Math.max(a.x1, b.x1);
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var y1 = Math.max(a.y1, b.y1);
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var y1 = Math.max(a.y1, b.y1);
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var x2 = Math.min(a.x2, b.x2);
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var x2 = Math.min(a.x2, b.x2);
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var y2 = Math.min(a.y2, b.y2);
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var y2 = Math.min(a.y2, b.y2);
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return $({
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return $({
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left: x1,
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left: x1,
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top: y1,
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top: y1,
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width : (x2 - x1),
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width : (x2 - x1),
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height: (y2 - y1)
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height: (y2 - y1)
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}).coords().get();
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}).coords().get();
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};
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};
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fn.calculate_overlapped_area = function(coords){
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fn.calculate_overlapped_area = function(coords){
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return (coords.width * coords.height);
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return (coords.width * coords.height);
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};
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};
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fn.manage_colliders_start_stop = function(new_colliders_coords, start_callback, stop_callback){
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fn.manage_colliders_start_stop = function(new_colliders_coords, start_callback, stop_callback){
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var last = this.last_colliders_coords;
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var last = this.last_colliders_coords;
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for (var i = 0, il = last.length; i < il; i++) {
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for (var i = 0, il = last.length; i < il; i++) {
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if ($.inArray(last[i], new_colliders_coords) === -1) {
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if ($.inArray(last[i], new_colliders_coords) === -1) {
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start_callback.call(this, last[i]);
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start_callback.call(this, last[i]);
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}
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}
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}
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}
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for (var j = 0, jl = new_colliders_coords.length; j < jl; j++) {
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for (var j = 0, jl = new_colliders_coords.length; j < jl; j++) {
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if ($.inArray(new_colliders_coords[j], last) === -1) {
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if ($.inArray(new_colliders_coords[j], last) === -1) {
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stop_callback.call(this, new_colliders_coords[j]);
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stop_callback.call(this, new_colliders_coords[j]);
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}
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}
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}
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}
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};
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};
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fn.find_collisions = function(player_data_coords){
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fn.find_collisions = function(player_data_coords){
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var self = this;
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var self = this;
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var colliders_coords = [];
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var colliders_coords = [];
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var colliders_data = [];
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var colliders_data = [];
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var $colliders = (this.colliders || this.$colliders);
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var $colliders = (this.colliders || this.$colliders);
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var count = $colliders.length;
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var count = $colliders.length;
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var player_coords = self.$element.coords().update(player_data_coords || false).get();
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var player_coords = self.$element.coords()
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.update(player_data_coords || false).get();
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while(count--){
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while(count--){
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var $collider = self.$colliders ? $($colliders[count]) : $colliders[count];
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var $collider = self.$colliders ?
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var $collider_coords_ins = ($collider.isCoords) ?
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$($colliders[count]) : $colliders[count];
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$collider : $collider.coords();
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var $collider_coords_ins = ($collider.isCoords) ?
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var collider_coords = $collider_coords_ins.get();
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$collider : $collider.coords();
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var overlaps = self.overlaps(player_coords, collider_coords);
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var collider_coords = $collider_coords_ins.get();
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var overlaps = self.overlaps(player_coords, collider_coords);
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if (!overlaps) {
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if (!overlaps) {
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continue;
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continue;
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}
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var region = self.detect_overlapping_region(
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player_coords, collider_coords);
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//todo: make this an option
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if (region === 'C'){
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var area_coords = self.calculate_overlapped_area_coords(
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player_coords, collider_coords);
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var area = self.calculate_overlapped_area(area_coords);
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var collider_data = {
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area: area,
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area_coords : area_coords,
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region: region,
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coords: collider_coords,
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player_coords: player_coords,
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el: $collider
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};
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if (self.options.on_overlap) {
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self.options.on_overlap.call(this, collider_data);
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}
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colliders_coords.push($collider_coords_ins);
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colliders_data.push(collider_data);
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}
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}
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}
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var region = self.detect_overlapping_region(player_coords,
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if (self.options.on_overlap_stop || self.options.on_overlap_start) {
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collider_coords);
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this.manage_colliders_start_stop(colliders_coords,
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//todo: make this if customizable
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self.options.on_overlap_stop, self.options.on_overlap_start);
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if (region === 'C'){
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var area_coords = self.calculate_overlapped_area_coords(
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player_coords, collider_coords);
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var area = self.calculate_overlapped_area(area_coords);
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var collider_data = {
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area: area,
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area_coords : area_coords,
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region: region,
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coords: collider_coords,
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player_coords: player_coords,
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el: $collider
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};
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self.options.on_overlap.call(this, collider_data);
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colliders_coords.push($collider_coords_ins);
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colliders_data.push(collider_data);
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}
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}
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}
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this.last_colliders_coords = colliders_coords;
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this.manage_colliders_start_stop(colliders_coords,
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return colliders_data;
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self.options.on_overlap_stop, self.options.on_overlap_start);
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this.last_colliders_coords = colliders_coords;
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return colliders_data;
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};
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};
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fn.get_closest_colliders = function(player_data_coords){
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fn.get_closest_colliders = function(player_data_coords){
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var colliders = this.find_collisions(player_data_coords);
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var colliders = this.find_collisions(player_data_coords);
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var min_area = 100;
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var min_area = 100;
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colliders.sort(function(a, b){
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colliders.sort(function(a, b){
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if (a.area <= min_area) {
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return 1;
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}
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if (a.area <= min_area) {
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/* if colliders are being overlapped by the "C" (center) region,
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return 1;
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* we have to set a lower index in the array to which they are placed
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}
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* above in the grid. */
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if (a.region === 'C' && b.region === 'C') {
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if (a.coords.y1 < b.coords.y1 || a.coords.x1 < b.coords.x1) {
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return - 1;
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}else{
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return 1;
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}
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}
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/* if colliders are being overlapped by the "C" (center) region,
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if (a.area < b.area){
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* we have to set a lower index in the array to which they are placed
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* above in the grid. */
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if (a.region === 'C' && b.region === 'C') {
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if (a.coords.y1 < b.coords.y1 || a.coords.x1 < b.coords.x1) {
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return - 1;
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}else{
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return 1;
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return 1;
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}
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}
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}
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if (a.area < b.area){
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return 1;
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return 1;
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});
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}
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return colliders;
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return 1;
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});
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return colliders;
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};
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};
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//jQuery adapter
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//jQuery adapter
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$.fn.collision = function(collider, options) {
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$.fn.collision = function(collider, options) {
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return new Collision( this, collider, options );
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return new Collision( this, collider, options );
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};
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};
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Reference in New Issue
Block a user