phaser/docs/Point.js.html

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<h1 class="page-title">Source: geom/Point.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;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)
**/
Phaser.Point = function (x, y) {
x = x || 0;
y = y || 0;
/**
* @property {number} x - The x coordinate of the point.
**/
this.x = x;
/**
* @property {number} y - The y coordinate of the point.
**/
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.
**/
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.
**/
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.
**/
setTo: function (x, y) {
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this.x = x;
this.y = y;
return this;
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},
/**
* 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.
**/
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.
**/
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.
**/
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.
**/
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) {
if (typeof output === "undefined") { output = new Phaser.Point; }
return output.setTo(this.x, this.y);
},
/**
* 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.
**/
copyFrom: function (source) {
return this.setTo(source.x, source.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.
**/
copyTo: function(dest) {
dest[x] = this.x;
dest[y] = this.y;
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);
},
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/**
* Calculates the length of the vector
* @method Phaser.Point#getMagnitude
* @return {number} the length of the vector
*/
getMagnitude: function() {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
},
/**
* 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
*/
setMagnitude: function(magnitude) {
return this.normalize().multiply(magnitude, magnitude);
},
/**
* 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
*/
normalize: function() {
if(!this.isZero()) {
var m = this.getMagnitude();
this.x /= m;
this.y /= m;
}
return this;
},
/**
* Determine if this point is at 0,0
* @method Phaser.Point#isZero
* @return {boolean} True if this Point is 0,0, otherwise false
*/
isZero: function() {
return (this.x === 0 && this.y === 0);
},
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/**
* Returns a string representation of this object.
* @method Phaser.Point#toString
* @return {string} A string representation of the instance.
**/
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);
}
},
/**
* 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)
{
angle = Phaser.Math.radToDeg(angle);
}
// 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>
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