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common-game

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common-game - npm Package Compare versions

Comparing version 0.0.49 to 0.0.50

2

package.json
{
"name": "common-game",
"version": "0.0.49",
"version": "0.0.50",
"description": "",

@@ -5,0 +5,0 @@ "main": "common-game.js",

@@ -158,12 +158,9 @@ import Quadtree from './libs/quadtree';//四叉树

calcProj: function (axis, polyArr) {//计算polyArr在轴线axis上的投影,polyArr是一系列点坐标的集合,数组表示
var v = {
"x": polyArr[0].x,
"y": polyArr[0].y
};
var v = { "x": polyArr[0], "y": polyArr[1] };
var d, min, max;
min = max = this.dotV2(axis, v); //计算投影轴与第一个坐标点的点积
for (var i = 1; i < polyArr.length; i++) {
v.x = polyArr[i].x;
v.y = polyArr[i].y;
d = this.dotV2(axis, v); //计算v到投影轴的距离,遍历出最小和最大区间
min = max = this.dotV2(axis, v);//计算投影轴与第一个坐标点的点积
for (var i = 2; i < polyArr.length - 1; i += 2) {
v.x = polyArr[i];
v.y = polyArr[i + 1];
d = this.dotV2(axis, v);//计算v到投影轴的距离,遍历出最小和最大区间
min = (d < min) ? d : min;

@@ -182,27 +179,29 @@ max = (d > max) ? d : max;

//判断两个多边形是否相交碰撞,p1,p2用于保存多边形点的数组
isCollide: function (p1, p2) {
isCollide: function (point1, point2) {
let p1 = [], p2 = [];
point1.forEach(item => {
p1.push(item.x);
p1.push(item.y);
})
point2.forEach(item => {
p2.push(item.x);
p2.push(item.y);
})
//定义法向量
var e = {
"x": 0,
"y": 0
};
var p = p1,
idx = 0,
len1 = p1.length,
len2 = p2.length,
px, py; //p缓存形状p1的数据
for (var i = 0, len = len1 + len2; i < len - 2; i++) //遍历所有坐标点,i+=2代表xy轴两个坐标点
var e = { "x": 0, "y": 0 };
var p = p1, idx = 0, len1 = p1.length, len2 = p2.length, px, py;//p缓存形状p1的数据
for (var i = 0, len = len1 + len2; i < len - 1; i += 2)//遍历所有坐标点,i+=2代表xy轴两个坐标点
{
idx = i;
//计算两个多边形每条边
if (i >= len1) { //当p1遍历完毕后,p缓存形状p2的数据,从新遍历
if (i > len1) {//当p1遍历完毕后,p缓存形状p2的数据,从新遍历
p = p2;
idx = (i - len1); //len2
idx = (i - len1);//len2
}
if (i === p.length - 1) { //p包含的点数据组成的最后一个坐标点
px = p[0].x - p[idx].x; //首尾的x轴相连
py = p[0].y - p[idx].y; //首尾的y轴相连
if (i === p.length - 2) {//p包含的点数据组成的最后一个坐标点
px = p[0] - p[idx];//首尾的x轴相连
py = p[1] - p[idx + 1];//首尾的y轴相连
} else {
px = p[idx + 1].x - p[idx].x; //递增的x轴相连
py = p[idx + 1].y - p[idx].y; //递减的y轴相连
px = p[idx + 2] - p[idx];//递增的x轴相连
py = p[idx + 3] - p[idx + 1];//递减的y轴相连
}

@@ -213,3 +212,3 @@ //得到边的法向量【垂直相交】,即投影轴

//计算两个多边形在法向量上的投影
var pp1 = this.calcProj(e, p1); //涵盖到投影轴的最小值与最大值
var pp1 = this.calcProj(e, p1);//涵盖到投影轴的最小值与最大值
var pp2 = this.calcProj(e, p2);

@@ -216,0 +215,0 @@ //计算两个线段在法向量上距离,如果大于0则可以退出,表示无相交

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