text: (function (global, factory) {
    typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
    typeof define === 'function' && define.amd ? define(factory) :
    (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.rexperlinplugin = factory());
  }(this, (function () { 'use strict';
  
    function _classCallCheck(instance, Constructor) {
      if (!(instance instanceof Constructor)) {
        throw new TypeError("Cannot call a class as a function");
      }
    }
  
    function _defineProperties(target, props) {
      for (var i = 0; i < props.length; i++) {
        var descriptor = props[i];
        descriptor.enumerable = descriptor.enumerable || false;
        descriptor.configurable = true;
        if ("value" in descriptor) descriptor.writable = true;
        Object.defineProperty(target, descriptor.key, descriptor);
      }
    }
  
    function _createClass(Constructor, protoProps, staticProps) {
      if (protoProps) _defineProperties(Constructor.prototype, protoProps);
      if (staticProps) _defineProperties(Constructor, staticProps);
      return Constructor;
    }
  
    function _inherits(subClass, superClass) {
      if (typeof superClass !== "function" && superClass !== null) {
        throw new TypeError("Super expression must either be null or a function");
      }
  
      subClass.prototype = Object.create(superClass && superClass.prototype, {
        constructor: {
          value: subClass,
          writable: true,
          configurable: true
        }
      });
      if (superClass) _setPrototypeOf(subClass, superClass);
    }
  
    function _getPrototypeOf(o) {
      _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) {
        return o.__proto__ || Object.getPrototypeOf(o);
      };
      return _getPrototypeOf(o);
    }
  
    function _setPrototypeOf(o, p) {
      _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) {
        o.__proto__ = p;
        return o;
      };
  
      return _setPrototypeOf(o, p);
    }
  
    function _isNativeReflectConstruct() {
      if (typeof Reflect === "undefined" || !Reflect.construct) return false;
      if (Reflect.construct.sham) return false;
      if (typeof Proxy === "function") return true;
  
      try {
        Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
        return true;
      } catch (e) {
        return false;
      }
    }
  
    function _assertThisInitialized(self) {
      if (self === void 0) {
        throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
      }
  
      return self;
    }
  
    function _possibleConstructorReturn(self, call) {
      if (call && (typeof call === "object" || typeof call === "function")) {
        return call;
      } else if (call !== void 0) {
        throw new TypeError("Derived constructors may only return object or undefined");
      }
  
      return _assertThisInitialized(self);
    }
  
    function _createSuper(Derived) {
      var hasNativeReflectConstruct = _isNativeReflectConstruct();
  
      return function _createSuperInternal() {
        var Super = _getPrototypeOf(Derived),
            result;
  
        if (hasNativeReflectConstruct) {
          var NewTarget = _getPrototypeOf(this).constructor;
  
          result = Reflect.construct(Super, arguments, NewTarget);
        } else {
          result = Super.apply(this, arguments);
        }
  
        return _possibleConstructorReturn(this, result);
      };
    }
  
    // https://github.com/josephg/noisejs
    var Grad = /*#__PURE__*/function () {
      function Grad(x, y, z) {
        _classCallCheck(this, Grad);
  
        this.x = x;
        this.y = y;
        this.z = z;
      }
  
      _createClass(Grad, [{
        key: "dot2",
        value: function dot2(x, y) {
          return this.x * x + this.y * y;
        }
      }, {
        key: "dot3",
        value: function dot3(x, y, z) {
          return this.x * x + this.y * y + this.z * z;
        }
      }]);
  
      return Grad;
    }();
  
    var grad3 = [new Grad(1, 1, 0), new Grad(-1, 1, 0), new Grad(1, -1, 0), new Grad(-1, -1, 0), new Grad(1, 0, 1), new Grad(-1, 0, 1), new Grad(1, 0, -1), new Grad(-1, 0, -1), new Grad(0, 1, 1), new Grad(0, -1, 1), new Grad(0, 1, -1), new Grad(0, -1, -1)];
    var p = [151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180]; // Skewing and unskewing factors for 2, 3, and 4 dimensions
  
    var F2 = 0.5 * (Math.sqrt(3) - 1);
    var G2 = (3 - Math.sqrt(3)) / 6;
    var F3 = 1 / 3;
    var G3 = 1 / 6; // ##### Perlin noise stuff
  
    var fade = function fade(t) {
      return t * t * t * (t * (t * 6 - 15) + 10);
    };
  
    var lerp = function lerp(a, b, t) {
      return (1 - t) * a + t * b;
    };
  
    var Noise = /*#__PURE__*/function () {
      function Noise(seed) {
        _classCallCheck(this, Noise);
  
        if (seed === undefined) {
          seed = 0;
        } // To remove the need for index wrapping, double the permutation table length      
  
  
        this.perm = new Array(512);
        this.gradP = new Array(512);
        this.setSeed(seed);
      }
  
      _createClass(Noise, [{
        key: "setSeed",
        value: function setSeed(seed) {
          var perm = this.perm;
          var gradP = this.gradP;
  
          if (seed > 0 && seed < 1) {
            // Scale the seed out
            seed *= 65536;
          }
  
          seed = Math.floor(seed);
  
          if (seed < 256) {
            seed |= seed << 8;
          }
  
          for (var i = 0; i < 256; i++) {
            var v;
  
            if (i & 1) {
              v = p[i] ^ seed & 255;
            } else {
              v = p[i] ^ seed >> 8 & 255;
            }
  
            perm[i] = perm[i + 256] = v;
            gradP[i] = gradP[i + 256] = grad3[v % 12];
          }
        } // 2D simplex noise
  
      }, {
        key: "simplex2",
        value: function simplex2(xin, yin) {
          var perm = this.perm;
          var gradP = this.gradP;
          var n0, n1, n2; // Noise contributions from the three corners
          // Skew the input space to determine which simplex cell we're in
  
          var s = (xin + yin) * F2; // Hairy factor for 2D
  
          var i = Math.floor(xin + s);
          var j = Math.floor(yin + s);
          var t = (i + j) * G2;
          var x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
  
          var y0 = yin - j + t; // For the 2D case, the simplex shape is an equilateral triangle.
          // Determine which simplex we are in.
  
          var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
  
          if (x0 > y0) {
            // lower triangle, XY order: (0,0)->(1,0)->(1,1)
            i1 = 1;
            j1 = 0;
          } else {
            // upper triangle, YX order: (0,0)->(0,1)->(1,1)
            i1 = 0;
            j1 = 1;
          } // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
          // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
          // c = (3-sqrt(3))/6
  
  
          var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
  
          var y1 = y0 - j1 + G2;
          var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
  
          var y2 = y0 - 1 + 2 * G2; // Work out the hashed gradient indices of the three simplex corners
  
          i &= 255;
          j &= 255;
          var gi0 = gradP[i + perm[j]];
          var gi1 = gradP[i + i1 + perm[j + j1]];
          var gi2 = gradP[i + 1 + perm[j + 1]]; // Calculate the contribution from the three corners
  
          var t0 = 0.5 - x0 * x0 - y0 * y0;
  
          if (t0 < 0) {
            n0 = 0;
          } else {
            t0 *= t0;
            n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient
          }
  
          var t1 = 0.5 - x1 * x1 - y1 * y1;
  
          if (t1 < 0) {
            n1 = 0;
          } else {
            t1 *= t1;
            n1 = t1 * t1 * gi1.dot2(x1, y1);
          }
  
          var t2 = 0.5 - x2 * x2 - y2 * y2;
  
          if (t2 < 0) {
            n2 = 0;
          } else {
            t2 *= t2;
            n2 = t2 * t2 * gi2.dot2(x2, y2);
          } // Add contributions from each corner to get the final noise value.
          // The result is scaled to return values in the interval [-1,1].
  
  
          return 70 * (n0 + n1 + n2);
        } // 3D simplex noise
  
      }, {
        key: "simplex3",
        value: function simplex3(xin, yin, zin) {
          var perm = this.perm;
          var gradP = this.gradP;
          var n0, n1, n2, n3; // Noise contributions from the four corners
          // Skew the input space to determine which simplex cell we're in
  
          var s = (xin + yin + zin) * F3; // Hairy factor for 2D
  
          var i = Math.floor(xin + s);
          var j = Math.floor(yin + s);
          var k = Math.floor(zin + s);
          var t = (i + j + k) * G3;
          var x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
  
          var y0 = yin - j + t;
          var z0 = zin - k + t; // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
          // Determine which simplex we are in.
  
          var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
  
          var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
  
          if (x0 >= y0) {
            if (y0 >= z0) {
              i1 = 1;
              j1 = 0;
              k1 = 0;
              i2 = 1;
              j2 = 1;
              k2 = 0;
            } else if (x0 >= z0) {
              i1 = 1;
              j1 = 0;
              k1 = 0;
              i2 = 1;
              j2 = 0;
              k2 = 1;
            } else {
              i1 = 0;
              j1 = 0;
              k1 = 1;
              i2 = 1;
              j2 = 0;
              k2 = 1;
            }
          } else {
            if (y0 < z0) {
              i1 = 0;
              j1 = 0;
              k1 = 1;
              i2 = 0;
              j2 = 1;
              k2 = 1;
            } else if (x0 < z0) {
              i1 = 0;
              j1 = 1;
              k1 = 0;
              i2 = 0;
              j2 = 1;
              k2 = 1;
            } else {
              i1 = 0;
              j1 = 1;
              k1 = 0;
              i2 = 1;
              j2 = 1;
              k2 = 0;
            }
          } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
          // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
          // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
          // c = 1/6.
  
  
          var x1 = x0 - i1 + G3; // Offsets for second corner
  
          var y1 = y0 - j1 + G3;
          var z1 = z0 - k1 + G3;
          var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
  
          var y2 = y0 - j2 + 2 * G3;
          var z2 = z0 - k2 + 2 * G3;
          var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
  
          var y3 = y0 - 1 + 3 * G3;
          var z3 = z0 - 1 + 3 * G3; // Work out the hashed gradient indices of the four simplex corners
  
          i &= 255;
          j &= 255;
          k &= 255;
          var gi0 = gradP[i + perm[j + perm[k]]];
          var gi1 = gradP[i + i1 + perm[j + j1 + perm[k + k1]]];
          var gi2 = gradP[i + i2 + perm[j + j2 + perm[k + k2]]];
          var gi3 = gradP[i + 1 + perm[j + 1 + perm[k + 1]]]; // Calculate the contribution from the four corners
  
          var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
  
          if (t0 < 0) {
            n0 = 0;
          } else {
            t0 *= t0;
            n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient
          }
  
          var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
  
          if (t1 < 0) {
            n1 = 0;
          } else {
            t1 *= t1;
            n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
          }
  
          var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
  
          if (t2 < 0) {
            n2 = 0;
          } else {
            t2 *= t2;
            n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
          }
  
          var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
  
          if (t3 < 0) {
            n3 = 0;
          } else {
            t3 *= t3;
            n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
          } // Add contributions from each corner to get the final noise value.
          // The result is scaled to return values in the interval [-1,1].
  
  
          return 32 * (n0 + n1 + n2 + n3);
        } // 2D Perlin Noise
  
      }, {
        key: "perlin2",
        value: function perlin2(x, y) {
          var perm = this.perm;
          var gradP = this.gradP; // Find unit grid cell containing point
  
          var X = Math.floor(x),
              Y = Math.floor(y); // Get relative xy coordinates of point within that cell
  
          x = x - X;
          y = y - Y; // Wrap the integer cells at 255 (smaller integer period can be introduced here)
  
          X = X & 255;
          Y = Y & 255; // Calculate noise contributions from each of the four corners
  
          var n00 = gradP[X + perm[Y]].dot2(x, y);
          var n01 = gradP[X + perm[Y + 1]].dot2(x, y - 1);
          var n10 = gradP[X + 1 + perm[Y]].dot2(x - 1, y);
          var n11 = gradP[X + 1 + perm[Y + 1]].dot2(x - 1, y - 1); // Compute the fade curve value for x
  
          var u = fade(x); // Interpolate the four results
  
          return lerp(lerp(n00, n10, u), lerp(n01, n11, u), fade(y));
        } // 3D Perlin Noise
  
      }, {
        key: "perlin3",
        value: function perlin3(x, y, z) {
          var perm = this.perm;
          var gradP = this.gradP; // Find unit grid cell containing point
  
          var X = Math.floor(x),
              Y = Math.floor(y),
              Z = Math.floor(z); // Get relative xyz coordinates of point within that cell
  
          x = x - X;
          y = y - Y;
          z = z - Z; // Wrap the integer cells at 255 (smaller integer period can be introduced here)
  
          X = X & 255;
          Y = Y & 255;
          Z = Z & 255; // Calculate noise contributions from each of the eight corners
  
          var n000 = gradP[X + perm[Y + perm[Z]]].dot3(x, y, z);
          var n001 = gradP[X + perm[Y + perm[Z + 1]]].dot3(x, y, z - 1);
          var n010 = gradP[X + perm[Y + 1 + perm[Z]]].dot3(x, y - 1, z);
          var n011 = gradP[X + perm[Y + 1 + perm[Z + 1]]].dot3(x, y - 1, z - 1);
          var n100 = gradP[X + 1 + perm[Y + perm[Z]]].dot3(x - 1, y, z);
          var n101 = gradP[X + 1 + perm[Y + perm[Z + 1]]].dot3(x - 1, y, z - 1);
          var n110 = gradP[X + 1 + perm[Y + 1 + perm[Z]]].dot3(x - 1, y - 1, z);
          var n111 = gradP[X + 1 + perm[Y + 1 + perm[Z + 1]]].dot3(x - 1, y - 1, z - 1); // Compute the fade curve value for x, y, z
  
          var u = fade(x);
          var v = fade(y);
          var w = fade(z); // Interpolate
  
          return lerp(lerp(lerp(n000, n100, u), lerp(n001, n101, u), w), lerp(lerp(n010, n110, u), lerp(n011, n111, u), w), v);
        }
      }]);
  
      return Noise;
    }();
  
    var PerlinPlugin = /*#__PURE__*/function (_Phaser$Plugins$BaseP) {
      _inherits(PerlinPlugin, _Phaser$Plugins$BaseP);
  
      var _super = _createSuper(PerlinPlugin);
  
      function PerlinPlugin(pluginManager) {
        _classCallCheck(this, PerlinPlugin);
  
        return _super.call(this, pluginManager);
      }
  
      _createClass(PerlinPlugin, [{
        key: "start",
        value: function start() {
          var eventEmitter = this.game.events;
          eventEmitter.on('destroy', this.destroy, this);
        }
      }, {
        key: "add",
        value: function add(seed) {
          return new Noise(seed);
        }
      }]);
  
      return PerlinPlugin;
    }(Phaser.Plugins.BasePlugin);
  
    return PerlinPlugin;
  
  })));
  