QuadTree#bounds
  • References/Game Development/Phaser/Math/QuadTree

bounds : Object Object that contains the quadtree bounds. Source code:

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QuadTree#retrieve()
  • References/Game Development/Phaser/Math/QuadTree

retrieve(source) → {array} Return all objects that could collide with the given Sprite or Rectangle

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QuadTree#level
  • References/Game Development/Phaser/Math/QuadTree

level : number The current level. Source code:

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QuadTree#QuadTree
  • References/Game Development/Phaser/Math/QuadTree

new QuadTree(x, y, width, height, maxObjects, maxLevels, level)

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QuadTree#getIndex()
  • References/Game Development/Phaser/Math/QuadTree

getIndex(rect) → {number} Determine which node the object belongs to. Parameters

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QuadTree#reset()
  • References/Game Development/Phaser/Math/QuadTree

reset(x, y, width, height, maxObjects, maxLevels, level)

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QuadTree#maxLevels
  • References/Game Development/Phaser/Math/QuadTree

maxLevels : number The maximum number of levels to break down to. Default

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QuadTree#insert()
  • References/Game Development/Phaser/Math/QuadTree

insert(body) Insert the object into the node. If the node exceeds the capacity, it will split and add all objects to their corresponding

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QuadTree#populate()
  • References/Game Development/Phaser/Math/QuadTree

populate(group) Populates this quadtree with the children of the given Group. In order to be added the child must exist and have a body

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QuadTree#objects
  • References/Game Development/Phaser/Math/QuadTree

objects :array Array of quadtree children. Source code:

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