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Copy file name to clipboardExpand all lines: src/math/QuadTree.js
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/**
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* QuadTree Constructor
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*
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* @class Phaser.Physics.Arcade.QuadTree
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* @class Phaser.QuadTree
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* @classdesc A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
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* 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/
* @param {object|array} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array.
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* @param {number} [system=0] - The physics system that will be used to create the body. Defaults to Arcade Physics.
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* @param {number} [system=Phaser.Physics.ARCADE] - The physics system that will be used to create the body. Defaults to Arcade Physics.
* This will create an Arcade Physics body on the given game object or array of game objects.
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* A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
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*
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* @method Phaser.Physics.Arcade#enable
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* @param {object|array|Phaser.Group} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array that has a body parameter.
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* @param {boolean} [children=true] - Should a body be created on all children of this object? If true it will propagate down the display list.
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