2013-10-02 11:11:22 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
< title > Phaser Source: geom/Point.js< / title >
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
< div class = "navbar-inner" >
< a class = "brand" href = "index.html" > Phaser< / a >
< ul class = "nav" >
< li class = "dropdown" >
2013-10-03 01:38:35 +00:00
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
2013-10-02 11:11:22 +00:00
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.html" > Phaser< / a >
2013-10-02 11:11:22 +00:00
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
< li >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
2013-10-02 11:11:22 +00:00
< / li >
< li >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
2013-10-02 11:11:22 +00:00
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
< li >
< a href = "Phaser.Button.html" > Button< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Cache.html" > Cache< / a >
2013-10-02 11:11:22 +00:00
< / li >
< li >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Camera.html" > Camera< / a >
2013-10-02 11:11:22 +00:00
< / li >
2013-10-02 14:05:55 +00:00
< li >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Canvas.html" > Canvas< / a >
2013-10-02 14:05:55 +00:00
< / li >
2013-10-02 11:11:22 +00:00
< li >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Circle.html" > Circle< / a >
2013-10-02 11:11:22 +00:00
< / li >
2013-10-03 00:21:08 +00:00
< li >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Color.html" > Color< / a >
2013-10-03 00:21:08 +00:00
< / li >
2013-10-02 11:11:22 +00:00
< li >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Device.html" > Device< / a >
2013-10-02 11:11:22 +00:00
< / li >
2013-10-03 00:21:08 +00:00
< li >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
< li >
< a href = "Phaser.Easing.Back.html" > Back< / a >
< / li >
< li >
< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
< / li >
< li >
< a href = "Phaser.Easing.Circular.html" > Circular< / a >
< / li >
< li >
< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
< / li >
< li >
< a href = "Phaser.Easing.Linear.html" > Linear< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
< / li >
< li >
< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Events.html" > Events< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Filter.html" > Filter< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
< li >
< a href = "Phaser.FrameData.html" > FrameData< / a >
2013-10-03 00:21:08 +00:00
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.Game.html" > Game< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
< li >
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2013-10-02 12:18:58 +00:00
< li >
< a href = "Phaser.Input.html" > Input< / a >
< / li >
2013-10-02 14:05:55 +00:00
< li >
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
< li >
< a href = "Phaser.Key.html" > Key< / a >
< / li >
< li >
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
< li >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
< li >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
2013-10-02 14:05:55 +00:00
< / li >
< li >
< a href = "Phaser.Math.html" > Math< / a >
< / li >
< li >
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
< li >
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
2013-10-02 11:11:22 +00:00
< / li >
2013-10-02 19:18:24 +00:00
< li >
< a href = "Phaser.Net.html" > Net< / a >
< / li >
< li >
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
< li >
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
< li >
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
2013-10-25 16:30:37 +00:00
< li >
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2013-10-02 14:05:55 +00:00
< li >
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2013-10-02 14:05:55 +00:00
< li >
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2013-11-07 06:10:15 +00:00
< li >
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2013-10-02 14:05:55 +00:00
< li >
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
< li >
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2013-10-03 00:21:08 +00:00
< li >
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2013-10-03 00:21:08 +00:00
< li >
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
< li >
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2013-10-03 00:21:08 +00:00
< li >
< a href = "Phaser.StageScaleMode.html" > StageScaleMode< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.State.html" > State< / a >
< / li >
< li >
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
< li >
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
< li >
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
< li >
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
< li >
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2013-10-02 14:05:55 +00:00
< li >
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
< li >
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
< li >
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
< li >
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2013-10-02 11:11:22 +00:00
< li >
< a href = "Phaser.World.html" > World< / a >
< / li >
< li >
< a href = "SignalBinding.html" > SignalBinding< / a >
< / li >
< / ul >
< / li >
2013-10-03 01:38:35 +00:00
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2013-10-25 15:54:40 +00:00
< li >
< a href = "global.html#bottom" > bottom< / a >
< / li >
2013-10-03 01:38:35 +00:00
< li >
< a href = "global.html#HEXtoRGB" > HEXtoRGB< / a >
< / li >
2013-11-28 15:57:09 +00:00
< li >
< a href = "global.html#render" > render< / a >
< / li >
< li >
< a href = "global.html#renderXY" > renderXY< / a >
< / li >
2013-10-25 15:54:40 +00:00
< li >
< a href = "global.html#right" > right< / a >
< / li >
2013-10-03 01:38:35 +00:00
< / ul >
< / li >
2013-10-02 11:11:22 +00:00
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: geom/Point.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new Point. If you pass no parameters a Point is created set to (0,0).
* @class Phaser.Point
* @classdesc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
* @constructor
* @param {number} x The horizontal position of this Point (default 0)
* @param {number} y The vertical position of this Point (default 0)
2013-11-28 15:57:09 +00:00
*/
2013-10-02 11:11:22 +00:00
Phaser.Point = function (x, y) {
x = x || 0;
y = y || 0;
/**
2013-11-28 15:57:09 +00:00
* @property {number} x - The x coordinate of the point.
*/
2013-10-02 11:11:22 +00:00
this.x = x;
/**
2013-11-28 15:57:09 +00:00
* @property {number} y - The y coordinate of the point.
*/
2013-10-02 11:11:22 +00:00
this.y = y;
};
Phaser.Point.prototype = {
/**
* Copies the x and y properties from any given object to this Point.
* @method Phaser.Point#copyFrom
* @param {any} source - The object to copy from.
* @return {Point} This Point object.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 11:11:22 +00:00
copyFrom: function (source) {
return this.setTo(source.x, source.y);
},
/**
* Inverts the x and y values of this Point
* @method Phaser.Point#invert
* @return {Point} This Point object.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 11:11:22 +00:00
invert: function () {
return this.setTo(this.y, this.x);
},
/**
* Sets the x and y values of this Point object to the given coordinates.
* @method Phaser.Point#setTo
* @param {number} x - The horizontal position of this point.
* @param {number} y - The vertical position of this point.
* @return {Point} This Point object. Useful for chaining method calls.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 11:11:22 +00:00
setTo: function (x, y) {
2013-10-23 13:00:28 +00:00
2013-10-02 11:11:22 +00:00
this.x = x;
this.y = y;
return this;
2013-10-23 13:00:28 +00:00
2013-10-02 11:11:22 +00:00
},
/**
* Adds the given x and y values to this Point.
* @method Phaser.Point#add
* @param {number} x - The value to add to Point.x.
* @param {number} y - The value to add to Point.y.
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 11:11:22 +00:00
add: function (x, y) {
this.x += x;
this.y += y;
return this;
},
/**
* Subtracts the given x and y values from this Point.
* @method Phaser.Point#subtract
* @param {number} x - The value to subtract from Point.x.
* @param {number} y - The value to subtract from Point.y.
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 11:11:22 +00:00
subtract: function (x, y) {
this.x -= x;
this.y -= y;
return this;
},
/**
* Multiplies Point.x and Point.y by the given x and y values.
* @method Phaser.Point#multiply
* @param {number} x - The value to multiply Point.x by.
* @param {number} y - The value to multiply Point.x by.
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 11:11:22 +00:00
multiply: function (x, y) {
this.x *= x;
this.y *= y;
return this;
},
/**
* Divides Point.x and Point.y by the given x and y values.
* @method Phaser.Point#divide
* @param {number} x - The value to divide Point.x by.
* @param {number} y - The value to divide Point.x by.
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 11:11:22 +00:00
divide: function (x, y) {
this.x /= x;
this.y /= y;
return this;
},
/**
* Clamps the x value of this Point to be between the given min and max.
* @method Phaser.Point#clampX
* @param {number} min - The minimum value to clamp this Point to.
* @param {number} max - The maximum value to clamp this Point to.
* @return {Phaser.Point} This Point object.
*/
clampX: function (min, max) {
this.x = Phaser.Math.clamp(this.x, min, max);
return this;
},
/**
* Clamps the y value of this Point to be between the given min and max
* @method Phaser.Point#clampY
* @param {number} min - The minimum value to clamp this Point to.
* @param {number} max - The maximum value to clamp this Point to.
* @return {Phaser.Point} This Point object.
*/
clampY: function (min, max) {
this.y = Phaser.Math.clamp(this.y, min, max);
return this;
},
/**
* Clamps this Point object values to be between the given min and max.
* @method Phaser.Point#clamp
* @param {number} min - The minimum value to clamp this Point to.
* @param {number} max - The maximum value to clamp this Point to.
* @return {Phaser.Point} This Point object.
*/
clamp: function (min, max) {
this.x = Phaser.Math.clamp(this.x, min, max);
this.y = Phaser.Math.clamp(this.y, min, max);
return this;
},
/**
* Creates a copy of the given Point.
* @method Phaser.Point#clone
* @param {Phaser.Point} [output] Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
* @return {Phaser.Point} The new Point object.
*/
clone: function (output) {
2013-11-28 15:57:09 +00:00
if (typeof output === "undefined") { output = new Phaser.Point(); }
2013-10-02 11:11:22 +00:00
return output.setTo(this.x, this.y);
},
/**
* Copies the x and y properties from this Point to any given object.
* @method Phaser.Point#copyTo
* @param {any} dest - The object to copy to.
* @return {Object} The dest object.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 11:11:22 +00:00
copyTo: function(dest) {
2013-11-28 15:57:09 +00:00
dest.x = this.x;
dest.y = this.y;
2013-10-02 11:11:22 +00:00
return dest;
},
/**
* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)
* @method Phaser.Point#distance
* @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.
* @param {boolean} [round] - Round the distance to the nearest integer (default false).
* @return {number} The distance between this Point object and the destination Point object.
*/
distance: function (dest, round) {
return Phaser.Point.distance(this, dest, round);
},
/**
* Determines whether the given objects x/y values are equal to this Point object.
* @method Phaser.Point#equals
* @param {Phaser.Point} a - The first object to compare.
* @return {boolean} A value of true if the Points are equal, otherwise false.
*/
equals: function (a) {
return (a.x == this.x & & a.y == this.y);
},
/**
* Rotates this Point around the x/y coordinates given to the desired angle.
* @method Phaser.Point#rotate
* @param {number} x - The x coordinate of the anchor point
* @param {number} y - The y coordinate of the anchor point
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
* @param {boolean} asDegrees - Is the given rotation in radians (false) or degrees (true)?
* @param {number} [distance] - An optional distance constraint between the Point and the anchor.
* @return {Phaser.Point} The modified point object.
*/
rotate: function (x, y, angle, asDegrees, distance) {
return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance);
},
2013-11-01 18:16:52 +00:00
/**
2013-11-28 15:57:09 +00:00
* Calculates the length of the vector
* @method Phaser.Point#getMagnitude
* @return {number} the length of the vector
*/
2013-11-01 18:16:52 +00:00
getMagnitude: function() {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
},
/**
2013-11-28 15:57:09 +00:00
* Alters the length of the vector without changing the direction
* @method Phaser.Point#getMagnitude
* @param {number} magnitude the desired magnitude of the resulting vector
* @return {Phaser.Point} the modified original vector
*/
2013-11-01 18:16:52 +00:00
setMagnitude: function(magnitude) {
return this.normalize().multiply(magnitude, magnitude);
},
/**
2013-11-28 15:57:09 +00:00
* Alters the vector so that its length is 1, but it retains the same direction
* @method Phaser.Point#normalize
* @return {Phaser.Point} the modified original vector
*/
2013-11-01 18:16:52 +00:00
normalize: function() {
if(!this.isZero()) {
var m = this.getMagnitude();
this.x /= m;
this.y /= m;
}
return this;
},
/**
2013-11-28 15:57:09 +00:00
* Determine if this point is at 0,0
* @method Phaser.Point#isZero
* @return {boolean} True if this Point is 0,0, otherwise false
*/
2013-11-01 18:16:52 +00:00
isZero: function() {
return (this.x === 0 & & this.y === 0);
},
2013-10-02 11:11:22 +00:00
/**
* Returns a string representation of this object.
* @method Phaser.Point#toString
* @return {string} A string representation of the instance.
2013-11-28 15:57:09 +00:00
*/
2013-10-02 11:11:22 +00:00
toString: function () {
return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
}
};
/**
* Adds the coordinates of two points together to create a new point.
* @method Phaser.Point.add
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.add = function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
out.x = a.x + b.x;
out.y = a.y + b.y;
return out;
};
/**
* Subtracts the coordinates of two points to create a new point.
* @method Phaser.Point.subtract
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.subtract = function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
out.x = a.x - b.x;
out.y = a.y - b.y;
return out;
};
/**
* Multiplies the coordinates of two points to create a new point.
* @method Phaser.Point.multiply
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.multiply = function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
out.x = a.x * b.x;
out.y = a.y * b.y;
return out;
};
/**
* Divides the coordinates of two points to create a new point.
* @method Phaser.Point.divide
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.divide = function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
out.x = a.x / b.x;
out.y = a.y / b.y;
return out;
};
/**
* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.
* @method Phaser.Point.equals
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @return {boolean} A value of true if the Points are equal, otherwise false.
*/
Phaser.Point.equals = function (a, b) {
return (a.x == b.x & & a.y == b.y);
};
/**
* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties).
* @method Phaser.Point.distance
* @param {object} a - The target object. Must have visible x and y properties that represent the center of the object.
* @param {object} b - The target object. Must have visible x and y properties that represent the center of the object.
* @param {boolean} [round] - Round the distance to the nearest integer (default false).
* @return {number} The distance between this Point object and the destination Point object.
*/
Phaser.Point.distance = function (a, b, round) {
if (typeof round === "undefined") { round = false }
if (round)
{
return Phaser.Math.distanceRound(a.x, a.y, b.x, b.y);
}
else
{
return Phaser.Math.distance(a.x, a.y, b.x, b.y);
}
2013-11-28 15:57:09 +00:00
};
2013-10-02 11:11:22 +00:00
/**
* Rotates a Point around the x/y coordinates given to the desired angle.
* @method Phaser.Point.rotate
* @param {Phaser.Point} a - The Point object to rotate.
* @param {number} x - The x coordinate of the anchor point
* @param {number} y - The y coordinate of the anchor point
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
* @param {boolean} asDegrees - Is the given rotation in radians (false) or degrees (true)?
* @param {number} distance - An optional distance constraint between the Point and the anchor.
* @return {Phaser.Point} The modified point object.
*/
Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) {
asDegrees = asDegrees || false;
distance = distance || null;
if (asDegrees)
{
2013-11-28 15:57:09 +00:00
angle = Phaser.Math.degToRad(angle);
2013-10-02 11:11:22 +00:00
}
// Get distance from origin (cx/cy) to this point
if (distance === null)
{
distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y)));
}
return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle));
};
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2013 Photon Storm Ltd.
< / span >
< br / >
< span class = "jsdoc-message" >
2013-10-25 15:54:40 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2013-11-28 15:57:09 +00:00
on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-02 11:11:22 +00:00
< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >