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blaze-2d

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A fast and simple WebGL 2 2D game engine written in TypeScript

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import { vec2 } from "gl-matrix"; import Rect from "../../shapes/rect"; import Collider, { CollisionResult } from "./collider"; /** * Represents a rectangle collider in 2D world space with a position and dimensions. */ export default class RectCollider extends Rect implements Collider { /** * Creates a new {@link RectCollider} instance with a position and dimensions. * * @param width The width of the rect * @param height The height of the rect * @param position The rect's position in world space */ constructor(width: number, height: number, position?: vec2); /** * Checks if this rect is colliding with another collider. * * @param c {@link Collider} to test collisions against * @returns {@link CollisionResult} with the results of the test */ testCollision(c: Collider): CollisionResult; /** * Calculates a support point on the minkowski difference in a given direction. * * @param c The collider to test against * @param direction The direction to use when calculating furthest points * @returns The support point in the given direction for the [Minkowski difference](https://en.wikipedia.org/wiki/Minkowski_addition) */ supportPoint(c: Collider, direction: vec2): vec2; /** * Calculates the furthest point on the collider in a direction. * * @param direction The direction in which to calculate the furthest point * @returns The furthest point on the collider in the given direction */ findFurthestPoint(direction: vec2): vec2; /** * Calculates the furthest point on the collider in a direction and it's neighbouring vertices on the collider. * * @param direction The direction in which to calculate the furthest point * @returns The furthest point on the collider in the given direction and its left and right neighbours */ findFurthestNeighbours(direction: vec2): { furthest: vec2; left: vec2; right: vec2; }; }