I think this function should look like this:
isUndefined = function(value) {
return typeof value === 'undefined';
}
Or simply be replaced in the code by:
typeof minB === 'undefined'
do_polygons_intersect = function(a, b) {
var polygons = [a, b];
var minA, maxA, projected, i, i1, j, minB, maxB;
for (i = 0; i < polygons.length; i++) {
// for each polygon, look at each edge of the polygon, and determine if it separates
// the two shapes
var polygon = polygons[i];
for (i1 = 0; i1 < polygon.length; i1++) {
// grab 2 vertices to create an edge
var i2 = (i1 + 1) % polygon.length;
var p1 = polygon[i1];
var p2 = polygon[i2];
// find the line perpendicular to this edge
var normal = { x: p2.y - p1.y, y: p1.x - p2.x };
minA = maxA = undefined;
// for each vertex in the first shape, project it onto the line perpendicular to the edge
// and keep track of the min and max of these values
for (j = 0; j < a.length; j++) {
projected = normal.x * a[j].x + normal.y * a[j].y;
if (typeof minA === 'undefined' || projected < minA) {
minA = projected;
}
if (typeof maxA === 'undefined' || projected > maxA) {
maxA = projected;
}
}
// for each vertex in the second shape, project it onto the line perpendicular to the edge
// and keep track of the min and max of these values
minB = maxB = undefined;
for (j = 0; j < b.length; j++) {
projected = normal.x * b[j].x + normal.y * b[j].y;
if (typeof minB === 'undefined' || projected < minB) {
minB = projected;
}
if (typeof maxB === 'undefined' || projected > maxB) {
maxB = projected;
}
}
// if there is no overlap between the projects, the edge we are looking at separates the two
// polygons, and we know there is no overlap
if (maxA < minB || maxB < minA) {
console.log("polygons don't intersect!");
return false;
}
}
}
return true;
};
testing code :
init = function() {
math = isoMath();
obj_a = math.list_create()
array_clear( obj_a )
obj_b = math.list_create()
for( let i = 0; i < 360; i+= 360 / 12 ){
obj_a.push( new math.vec2( math.sin( math.pi() / 180 * i ) * 50, math.cos( math.pi() / 180 * i ) * 50 ))
obj_b.push( new math.vec2( 150 + math.sin( math.pi() / 180 * i ) * 25, math.cos( math.pi() / 180 * i ) * 40 ))
}
}
update = function() {
obj_b.forEach( item => item.x -= 1)
}
draw = function() {
screen.clear()
list = []
obj_a.forEach( item => { list.push( item.x); list.push( item.y )})
screen.drawPolygon( list, "red" )
list = []
obj_b.forEach( item => { list.push( item.x); list.push( item.y )})
screen.drawPolygon( list, "green" )
print( math.do_polygons_intersect( obj_a, obj_b ));
}
combination of "setScale" and "setPixelated" .
screen.setPixelated( pixelated )
image.setPixelated( pixelated )
If this is not enough, you need to use the PIXI library.
There is access to shaders.