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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.SpineTextureLoader.html" > SpineTextureLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
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< / ul >
< / li >
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2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.InputManager.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Emitter.html" > Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://examples.phaser.io" > Phaser Examples< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "https://twitter.com/photonstorm" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/" > IRC< / a > < / li >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "https://leanpub.com/u/photonstorm" > Phaser Books< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.gittip.com/photonstorm/" > GitTip< / a > < / li >
< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
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< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/math/Math.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* A collection of useful mathematical functions.
*
* These are normally accessed through `game.math`.
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*
* @class Phaser.Math
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* @static
* @see {@link Phaser.Utils}
* @see {@link Phaser.ArrayUtils}
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*/
Phaser.Math = {
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/**
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* Twice PI.
* @property {number} Phaser.Math#PI2
* @default ~6.283
* @deprecated 2.2.0 - Not used internally. Use `2 * Math.PI` instead.
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*/
PI2: Math.PI * 2,
/**
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* Two number are fuzzyEqual if their difference is less than epsilon.
*
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* @method Phaser.Math#fuzzyEqual
* @param {number} a
* @param {number} b
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* @param {number} [epsilon=(small value)]
* @return {boolean} True if |a-b|< epsilon
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*/
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fuzzyEqual: function (a, b, epsilon) {
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if (typeof epsilon === 'undefined') { epsilon = 0.0001; }
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return Math.abs(a - b) < epsilon;
},
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/**
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* `a` is fuzzyLessThan `b` if it is less than b + epsilon.
*
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* @method Phaser.Math#fuzzyLessThan
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* @param {number} a
* @param {number} b
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* @param {number} [epsilon=(small value)]
* @return {boolean} True if a< b+epsilon
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*/
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fuzzyLessThan: function (a, b, epsilon) {
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if (typeof epsilon === 'undefined') { epsilon = 0.0001; }
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return a < b + epsilon;
},
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/**
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* `a` is fuzzyGreaterThan `b` if it is more than b - epsilon.
*
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* @method Phaser.Math#fuzzyGreaterThan
* @param {number} a
* @param {number} b
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* @param {number} [epsilon=(small value)]
* @return {boolean} True if a>b+epsilon
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*/
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fuzzyGreaterThan: function (a, b, epsilon) {
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if (typeof epsilon === 'undefined') { epsilon = 0.0001; }
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return a > b - epsilon;
},
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/**
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* @method Phaser.Math#fuzzyCeil
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*
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* @param {number} val
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* @param {number} [epsilon=(small value)]
* @return {boolean} ceiling(val-epsilon)
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*/
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fuzzyCeil: function (val, epsilon) {
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if (typeof epsilon === 'undefined') { epsilon = 0.0001; }
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return Math.ceil(val - epsilon);
},
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/**
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* @method Phaser.Math#fuzzyFloor
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*
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* @param {number} val
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* @param {number} [epsilon=(small value)]
* @return {boolean} floor(val-epsilon)
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*/
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fuzzyFloor: function (val, epsilon) {
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if (typeof epsilon === 'undefined') { epsilon = 0.0001; }
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return Math.floor(val + epsilon);
},
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/**
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* Averages all values passed to the function and returns the result.
*
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* @method Phaser.Math#average
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* @params {...number} The numbers to average
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* @return {number} The average of all given values.
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*/
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average: function () {
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var sum = 0;
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for (var i = 0; i < arguments.length; i++) {
sum += (+arguments[i]);
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}
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return sum / arguments.length;
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},
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/**
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* @method Phaser.Math#truncate
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* @param {number} n
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* @return {integer}
* @deprecated 2.2.0 - Use `Math.trunc` (now with polyfill)
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*/
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truncate: function (n) {
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return Math.trunc(n);
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},
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/**
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* @method Phaser.Math#shear
* @param {number} n
* @return {number} n mod 1
*/
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shear: function (n) {
return n % 1;
},
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/**
* Snap a value to nearest grid slice, using rounding.
*
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10 whereas 14 will snap to 15.
*
* @method Phaser.Math#snapTo
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
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* @return {number}
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*/
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snapTo: function (input, gap, start) {
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if (typeof start === 'undefined') { start = 0; }
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if (gap === 0) {
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return input;
}
input -= start;
input = gap * Math.round(input / gap);
return start + input;
},
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/**
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* Snap a value to nearest grid slice, using floor.
*
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15
*
* @method Phaser.Math#snapToFloor
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
* @return {number}
*/
snapToFloor: function (input, gap, start) {
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if (typeof start === 'undefined') { start = 0; }
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if (gap === 0) {
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return input;
}
input -= start;
input = gap * Math.floor(input / gap);
return start + input;
},
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/**
* Snap a value to nearest grid slice, using ceil.
*
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20.
*
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* @method Phaser.Math#snapToCeil
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
* @return {number}
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*/
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snapToCeil: function (input, gap, start) {
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if (typeof start === 'undefined') { start = 0; }
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if (gap === 0) {
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return input;
}
input -= start;
input = gap * Math.ceil(input / gap);
return start + input;
},
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/**
* Snaps a value to the nearest value in an array.
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*
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* @method Phaser.Math#snapToInArray
* @param {number} input
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* @param {number[]} arr
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* @param {boolean} sort - True if the array needs to be sorted.
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* @return {number}
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* @deprecated 2.2.0 - See {@link Phaser.ArrayUtils.findClosest} for an alternative.
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*/
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snapToInArray: function (input, arr, sort) {
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if (typeof sort === 'undefined') { sort = true; }
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if (sort) {
arr.sort();
}
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return Phaser.ArrayUtils.findClosest(input, arr);
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},
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/**
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* Round to some place comparative to a `base`, default is 10 for decimal place.
* The `place` is represented by the power applied to `base` to get that place.
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*
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* e.g. 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011
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*
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* roundTo(2000/7,3) === 0
* roundTo(2000/7,2) == 300
* roundTo(2000/7,1) == 290
* roundTo(2000/7,0) == 286
* roundTo(2000/7,-1) == 285.7
* roundTo(2000/7,-2) == 285.71
* roundTo(2000/7,-3) == 285.714
* roundTo(2000/7,-4) == 285.7143
* roundTo(2000/7,-5) == 285.71429
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*
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* roundTo(2000/7,3,2) == 288 -- 100100000
* roundTo(2000/7,2,2) == 284 -- 100011100
* roundTo(2000/7,1,2) == 286 -- 100011110
* roundTo(2000/7,0,2) == 286 -- 100011110
* roundTo(2000/7,-1,2) == 285.5 -- 100011101.1
* roundTo(2000/7,-2,2) == 285.75 -- 100011101.11
* roundTo(2000/7,-3,2) == 285.75 -- 100011101.11
* roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011
* roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111
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*
* Note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed
* because we are rounding 100011.1011011011011011 which rounds up.
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*
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* @method Phaser.Math#roundTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
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* @return {number}
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*/
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roundTo: function (value, place, base) {
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if (typeof place === 'undefined') { place = 0; }
if (typeof base === 'undefined') { base = 10; }
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var p = Math.pow(base, -place);
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return Math.round(value * p) / p;
},
/**
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* @method Phaser.Math#floorTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
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* @return {number}
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*/
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floorTo: function (value, place, base) {
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if (typeof place === 'undefined') { place = 0; }
if (typeof base === 'undefined') { base = 10; }
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var p = Math.pow(base, -place);
return Math.floor(value * p) / p;
},
/**
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* @method Phaser.Math#ceilTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
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* @return {number}
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*/
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ceilTo: function (value, place, base) {
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if (typeof place === 'undefined') { place = 0; }
if (typeof base === 'undefined') { base = 10; }
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var p = Math.pow(base, -place);
return Math.ceil(value * p) / p;
},
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/**
* A one dimensional linear interpolation of a value.
* @method Phaser.Math#interpolateFloat
* @param {number} a
* @param {number} b
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* @param {number} weight
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* @return {number}
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* @deprecated 2.2.0 - See {@link Phaser.Math#linear}
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*/
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interpolateFloat: function (a, b, weight) {
return (b - a) * weight + a;
},
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/**
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* Find the angle of a segment from (x1, y1) -> (x2, y2).
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* @method Phaser.Math#angleBetween
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
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* @return {number} The angle, in radians.
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*/
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angleBetween: function (x1, y1, x2, y2) {
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return Math.atan2(y2 - y1, x2 - x1);
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},
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/**
* Find the angle of a segment from (x1, y1) -> (x2, y2).
* Note that the difference between this method and Math.angleBetween is that this assumes the y coordinate travels
* down the screen.
*
* @method Phaser.Math#angleBetweenY
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
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* @return {number} The angle, in radians.
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*/
angleBetweenY: function (x1, y1, x2, y2) {
return Math.atan2(x2 - x1, y2 - y1);
},
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/**
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
* @method Phaser.Math#angleBetweenPoints
* @param {Phaser.Point} point1
* @param {Phaser.Point} point2
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* @return {number} The angle, in radians.
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*/
angleBetweenPoints: function (point1, point2) {
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return Math.atan2(point2.y - point1.y, point2.x - point1.x);
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},
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/**
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
* @method Phaser.Math#angleBetweenPointsY
* @param {Phaser.Point} point1
* @param {Phaser.Point} point2
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* @return {number} The angle, in radians.
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*/
angleBetweenPointsY: function (point1, point2) {
return Math.atan2(point2.x - point1.x, point2.y - point1.y);
},
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/**
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* Reverses an angle.
* @method Phaser.Math#reverseAngle
* @param {number} angleRad - The angle to reverse, in radians.
* @return {number} Returns the reverse angle, in radians.
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*/
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reverseAngle: function (angleRad) {
return this.normalizeAngle(angleRad + Math.PI, true);
},
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/**
* Normalizes an angle to the [0,2pi) range.
* @method Phaser.Math#normalizeAngle
* @param {number} angleRad - The angle to normalize, in radians.
* @return {number} Returns the angle, fit within the [0,2pi] range, in radians.
*/
normalizeAngle: function (angleRad) {
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angleRad = angleRad % (2 * Math.PI);
return angleRad >= 0 ? angleRad : angleRad + 2 * Math.PI;
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},
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/**
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* Normalizes a latitude to the [-90,90] range. Latitudes above 90 or below -90 are capped, not wrapped.
* @method Phaser.Math#normalizeLatitude
* @param {number} lat - The latitude to normalize, in degrees.
* @return {number} Returns the latitude, fit within the [-90,90] range.
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* @deprecated 2.2.0 - Use {@link Phaser.Math#clamp}.
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*/
normalizeLatitude: function (lat) {
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return Phaser.Math.clamp(lat, -90, 90);
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},
/**
* Normalizes a longitude to the [-180,180] range. Longitudes above 180 or below -180 are wrapped.
* @method Phaser.Math#normalizeLongitude
* @param {number} lng - The longitude to normalize, in degrees.
* @return {number} Returns the longitude, fit within the [-180,180] range.
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* @deprecated 2.2.0 - Use {@link Phaser.Math#wrap}.
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*/
normalizeLongitude: function (lng) {
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return Phaser.Math.wrap(lng, -180, 180);
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},
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/**
* Generate a random bool result based on the chance value.
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*
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* Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
* of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
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*
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* @method Phaser.Math#chanceRoll
* @param {number} chance - The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).
* @return {boolean} True if the roll passed, or false otherwise.
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* @deprecated 2.2.0 - Use {@link Phaser.Utils.chanceRoll}
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*/
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chanceRoll: function (chance) {
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return Phaser.Utils.chanceRoll(chance);
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},
/**
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* Create an array representing the inclusive range of numbers (usually integers) in `[start, end]`.
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*
* @method Phaser.Math#numberArray
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* @param {number} start - The minimum value the array starts with.
* @param {number} end - The maximum value the array contains.
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* @return {number[]} The array of number values.
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* @deprecated 2.2.0 - See {@link Phaser.ArrayUtils.numberArray}
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*/
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numberArray: function (start, end) {
return Phaser.ArrayUtils.numberArray(start, end);
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},
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/**
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* Create an array of numbers (positive and/or negative) progressing from `start`
* up to but not including `end` by advancing by `step`.
*
* If `start` is less than `stop` a zero-length range is created unless a negative `step` is specified.
*
* Certain values for `start` and `end` (eg. NaN/undefined/null) are coerced to 0;
* for forward compatibility make sure to pass in actual numbers.
*
* @method Phaser.Math#numberArrayStep
* @param {number} start - The start of the range.
* @param {number} end - The end of the range.
* @param {number} [step=1] - The value to increment or decrement by.
* @returns {Array} Returns the new array of numbers.
* @deprecated 2.2.0 - See {@link Phaser.ArrayUtils.numberArrayStep}
*/
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numberArrayStep: function(start, end, step) {
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return Phaser.ArrayUtils.numberArrayStep(start, end, step);
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},
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/**
* Adds the given amount to the value, but never lets the value go over the specified maximum.
*
* @method Phaser.Math#maxAdd
* @param {number} value - The value to add the amount to.
* @param {number} amount - The amount to add to the value.
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* @param {number} max - The maximum the value is allowed to be.
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* @return {number}
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*/
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maxAdd: function (value, amount, max) {
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return Math.min(value + amount, max);
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},
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/**
* Subtracts the given amount from the value, but never lets the value go below the specified minimum.
*
* @method Phaser.Math#minSub
* @param {number} value - The base value.
* @param {number} amount - The amount to subtract from the base value.
* @param {number} min - The minimum the value is allowed to be.
* @return {number} The new value.
*/
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minSub: function (value, amount, min) {
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return Math.max(value - amount, min);
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},
/**
* Ensures that the value always stays between min and max, by wrapping the value around.
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*
* If `max` is not larger than `min` the result is 0.
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*
* @method Phaser.Math#wrap
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* @param {number} value - The value to wrap.
* @param {number} min - The minimum the value is allowed to be.
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* @param {number} max - The maximum the value is allowed to be, should be larger than `min`.
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* @return {number} The wrapped value.
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*/
wrap: function (value, min, max) {
var range = max - min;
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if (range < = 0)
{
return 0;
}
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var result = (value - min) % range;
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if (result < 0)
{
result += range;
}
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return result + min;
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},
/**
* Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
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*
* Values _must_ be positive integers, and are passed through Math.abs. See {@link Phaser.Math#wrap} for an alternative.
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*
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* @method Phaser.Math#wrapValue
* @param {number} value - The value to add the amount to.
* @param {number} amount - The amount to add to the value.
* @param {number} max - The maximum the value is allowed to be.
* @return {number} The wrapped value.
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*/
wrapValue: function (value, amount, max) {
var diff;
value = Math.abs(value);
amount = Math.abs(amount);
max = Math.abs(max);
diff = (value + amount) % max;
return diff;
},
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/**
* Ensures the given value is between min and max inclusive.
*
* @method Phaser.Math#limitValue
* @param {number} value - The value to limit.
* @param {number} min - The minimum the value can be.
* @param {number} max - The maximum the value can be.
* @return {number} The limited value.
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* @deprecated 2.2.0 - Use {@link Phaser.Math#clamp}
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*/
limitValue: function(value, min, max) {
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return Phaser.Math.clamp(value, min, max);
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},
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/**
* Randomly returns either a 1 or -1.
*
* @method Phaser.Math#randomSign
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* @return {number} Either 1 or -1
* @deprecated 2.2.0 - Use {@link Phaser.Utils.randomChoice} or other
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*/
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randomSign: function () {
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return Phaser.Utils.randomChoice(-1, 1);
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},
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/**
* Returns true if the number given is odd.
*
* @method Phaser.Math#isOdd
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* @param {integer} n - The number to check.
* @return {boolean} True if the given number is odd. False if the given number is even.
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*/
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isOdd: function (n) {
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// Does not work with extremely large values
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return (n & 1);
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},
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/**
* Returns true if the number given is even.
*
* @method Phaser.Math#isEven
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* @param {integer} n - The number to check.
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* @return {boolean} True if the given number is even. False if the given number is odd.
*/
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isEven: function (n) {
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// Does not work with extremely large values
return !(n & 1);
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},
/**
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* Variation of Math.min that can be passed either an array of numbers or the numbers as parameters.
*
* Prefer the standard `Math.min` function when appropriate.
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*
* @method Phaser.Math#min
* @return {number} The lowest value from those given.
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* @see {@link http://jsperf.com/math-s-min-max-vs-homemade}
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*/
min: function () {
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if (arguments.length === 1 & & typeof arguments[0] === 'object')
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{
var data = arguments[0];
}
else
{
var data = arguments;
}
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for (var i = 1, min = 0, len = data.length; i < len; i++)
{
if (data[i] < data[min])
{
min = i;
}
}
return data[min];
},
/**
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* Variation of Math.max that can be passed either an array of numbers or the numbers as parameters.
*
* Prefer the standard `Math.max` function when appropriate.
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*
* @method Phaser.Math#max
* @return {number} The largest value from those given.
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* @see {@link http://jsperf.com/math-s-min-max-vs-homemade}
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*/
max: function () {
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if (arguments.length === 1 & & typeof arguments[0] === 'object')
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{
var data = arguments[0];
}
else
{
var data = arguments;
}
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for (var i = 1, max = 0, len = data.length; i < len; i++)
{
if (data[i] > data[max])
{
max = i;
}
}
return data[max];
},
/**
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* Variation of Math.min that can be passed a property and either an array of objects or the objects as parameters.
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* It will find the lowest matching property value from the given objects.
*
* @method Phaser.Math#minProperty
* @return {number} The lowest value from those given.
*/
minProperty: function (property) {
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if (arguments.length === 2 & & typeof arguments[1] === 'object')
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{
var data = arguments[1];
}
else
{
var data = arguments.slice(1);
}
for (var i = 1, min = 0, len = data.length; i < len; i++)
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{
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if (data[i][property] < data[min][property])
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{
min = i;
}
}
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return data[min][property];
},
/**
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* Variation of Math.max that can be passed a property and either an array of objects or the objects as parameters.
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* It will find the largest matching property value from the given objects.
*
* @method Phaser.Math#maxProperty
* @return {number} The largest value from those given.
*/
maxProperty: function (property) {
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if (arguments.length === 2 & & typeof arguments[1] === 'object')
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{
var data = arguments[1];
}
else
{
var data = arguments.slice(1);
}
for (var i = 1, max = 0, len = data.length; i < len; i++)
{
if (data[i][property] > data[max][property])
{
max = i;
}
}
return data[max][property];
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},
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/**
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* Keeps an angle value between -180 and +180; or -PI and PI if radians.
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*
* @method Phaser.Math#wrapAngle
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* @param {number} angle - The angle value to wrap
* @param {boolean} [radians=false] - Set to `true` if the angle is given in radians, otherwise degrees is expected.
* @return {number} The new angle value; will be the same as the input angle if it was within bounds.
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*/
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wrapAngle: function (angle, radians) {
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return radians ? this.wrap(angle, -Math.PI, Math.PI) : this.wrap(angle, -180, 180);
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},
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/**
* Keeps an angle value between the given min and max values.
*
* @method Phaser.Math#angleLimit
* @param {number} angle - The angle value to check. Must be between -180 and +180.
* @param {number} min - The minimum angle that is allowed (must be -180 or greater).
* @param {number} max - The maximum angle that is allowed (must be 180 or less).
* @return {number} The new angle value, returns the same as the input angle if it was within bounds
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* @deprecated 2.2.0 - Use {@link Phaser.Math#clamp} instead
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*/
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angleLimit: function (angle, min, max) {
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var result = angle;
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if (angle > max)
{
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result = max;
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}
else if (angle < min)
{
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result = min;
}
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return result;
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},
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/**
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* A Linear Interpolation Method, mostly used by Phaser.Tween.
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* @method Phaser.Math#linearInterpolation
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* @param {Array} v
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* @param {number} k
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* @return {number}
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*/
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linearInterpolation: function (v, k) {
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var m = v.length - 1;
var f = m * k;
var i = Math.floor(f);
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if (k < 0)
{
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return this.linear(v[0], v[1], f);
}
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if (k > 1)
{
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return this.linear(v[m], v[m - 1], m - f);
}
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return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i);
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},
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/**
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* A Bezier Interpolation Method, mostly used by Phaser.Tween.
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* @method Phaser.Math#bezierInterpolation
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* @param {Array} v
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* @param {number} k
* @return {number}
*/
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bezierInterpolation: function (v, k) {
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var b = 0;
var n = v.length - 1;
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for (var i = 0; i < = n; i++)
{
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b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i);
}
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return b;
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},
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/**
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* A Catmull Rom Interpolation Method, mostly used by Phaser.Tween.
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* @method Phaser.Math#catmullRomInterpolation
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* @param {Array} v
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* @param {number} k
* @return {number}
*/
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catmullRomInterpolation: function (v, k) {
var m = v.length - 1;
var f = m * k;
var i = Math.floor(f);
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if (v[0] === v[m])
{
if (k < 0)
{
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i = Math.floor(f = m * (1 + k));
}
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return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);
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}
else
{
if (k < 0)
{
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return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]);
}
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if (k > 1)
{
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return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);
}
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return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);
}
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},
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/**
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* Calculates a linear (interpolation) value over t.
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*
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* @method Phaser.Math#linear
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* @param {number} p0
* @param {number} p1
* @param {number} t
* @return {number}
*/
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linear: function (p0, p1, t) {
return (p1 - p0) * t + p0;
},
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/**
* @method Phaser.Math#bernstein
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* @protected
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* @param {number} n
* @param {number} i
* @return {number}
*/
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bernstein: function (n, i) {
return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
},
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/**
* @method Phaser.Math#factorial
* @param {number} value - the number you want to evaluate
* @return {number}
*/
factorial : function( value ){
if(value === 0)
{
return 1;
}
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var res = value;
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while( --value )
{
res *= value;
}
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return res;
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},
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/**
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* Calculates a callmum rom value.
*
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* @method Phaser.Math#catmullRom
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* @protected
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* @param {number} p0
* @param {number} p1
* @param {number} p2
* @param {number} p3
* @param {number} t
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* @return {number}
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*/
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catmullRom: function (p0, p1, p2, p3, t) {
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var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2;
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return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
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},
/**
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* The (absolute) difference between two values.
*
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* @method Phaser.Math#difference
* @param {number} a
* @param {number} b
* @return {number}
*/
difference: function (a, b) {
return Math.abs(a - b);
},
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/**
* Fetch a random entry from the given array.
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*
* Will return null if there are no array items that fall within the specified range
* or if there is no item for the randomly choosen index.
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*
* @method Phaser.Math#getRandom
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* @param {any[]} objects - An array of objects.
* @param {integer} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
* @param {integer} length - Optional restriction on the number of values you want to randomly select from.
* @return {object} The random object that was selected.
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* @deprecated 2.2.0 - Use {@link Phaser.ArrayUtils.getRandomItem}
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*/
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getRandom: function (objects, startIndex, length) {
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return Phaser.ArrayUtils.getRandomItem(objects, startIndex, length);
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},
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/**
* Removes a random object from the given array and returns it.
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*
* Will return null if there are no array items that fall within the specified range
* or if there is no item for the randomly choosen index.
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*
* @method Phaser.Math#removeRandom
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* @param {any[]} objects - An array of objects.
* @param {integer} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
* @param {integer} length - Optional restriction on the number of values you want to randomly select from.
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* @return {object} The random object that was removed.
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* @deprecated 2.2.0 - Use {@link Phaser.ArrayUtils.removeRandomItem}
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*/
removeRandom: function (objects, startIndex, length) {
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return Phaser.ArrayUtils.removeRandomItem(objects, startIndex, length);
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},
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/**
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* _Do not use this function._
*
* Round to the next whole number _towards_ zero.
*
* E.g. `floor(1.7) == 1`, and `floor(-2.7) == -2`.
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*
* @method Phaser.Math#floor
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* @param {number} value - Any number.
* @return {integer} The rounded value of that number.
* @deprecated 2.2.0 - Use {@link Phaser.Math#truncate} or `Math.trunc` instead.
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*/
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floor: function (value) {
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return Math.trunc(value);
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},
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/**
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* _Do not use this function._
*
* Round to the next whole number _away_ from zero.
*
* E.g. `ceil(1.3) == 2`, and `ceil(-2.3) == -3`.
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*
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* @method Phaser.Math#ceil
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* @param {number} value - Any number.
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* @return {integer} The rounded value of that number.
* @deprecated 2.2.0 - Use {@link Phaser.Math#roundAwayFromZero} instead.
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*/
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ceil: function (value) {
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return Phaser.Math.roundAwayFromZero(value);
},
/**
* Round to the next whole number _away_ from zero.
*
* @method Phaser.Math#roundAwayFromZero
* @param {number} value - Any number.
* @return {integer} The rounded value of that number.
*/
roundAwayFromZero: function (value) {
// "Opposite" of truncate.
return (value > 0) ? Math.ceil(value) : Math.floor(value);
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},
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/**
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* Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at
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*
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* The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function
* you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time.
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*
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* @method Phaser.Math#sinCosGenerator
* @param {number} length - The length of the wave
* @param {number} sinAmplitude - The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
* @param {number} cosAmplitude - The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
* @param {number} frequency - The frequency of the sine and cosine table data
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* @return {{sin:number[], cos:number[]}} Returns the table data.
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*/
sinCosGenerator: function (length, sinAmplitude, cosAmplitude, frequency) {
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if (typeof sinAmplitude === 'undefined') { sinAmplitude = 1.0; }
if (typeof cosAmplitude === 'undefined') { cosAmplitude = 1.0; }
if (typeof frequency === 'undefined') { frequency = 1.0; }
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var sin = sinAmplitude;
var cos = cosAmplitude;
var frq = frequency * Math.PI / length;
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var cosTable = [];
var sinTable = [];
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for (var c = 0; c < length; c++) {
cos -= sin * frq;
sin += cos * frq;
cosTable[c] = cos;
sinTable[c] = sin;
}
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return { sin: sinTable, cos: cosTable, length: length };
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},
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/**
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* Moves the element from the start of the array to the end, shifting all items in the process.
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*
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* @method Phaser.Math#shift
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* @param {any[]} array - The array to shift/rotate. The array is modified.
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* @return {any} The shifted value.
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* @deprecated 2.2.0 - Use {@link Phaser.ArrayUtils.rotate} instead
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*/
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shift: function (array) {
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var s = array.shift();
array.push(s);
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return s;
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},
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/**
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* Shuffles the data in the given array into a new order.
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* @method Phaser.Math#shuffleArray
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* @param {any[]} array - The array to shuffle
* @return {any[]} The array
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* @deprecated 2.2.0 - Use {@link Phaser.ArrayUtils.shuffle}
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*/
shuffleArray: function (array) {
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return Phaser.ArrayUtils.shuffle(array);
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},
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/**
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* Returns the distance between the two given set of coordinates.
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*
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* @method Phaser.Math#distance
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
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* @return {number} The distance between the two sets of coordinates.
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*/
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distance: function (x1, y1, x2, y2) {
var dx = x1 - x2;
var dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
},
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/**
* Returns the distance between the two given set of coordinates at the power given.
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*
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* @method Phaser.Math#distancePow
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @param {number} [pow=2]
* @return {number} The distance between the two sets of coordinates.
*/
distancePow: function (x1, y1, x2, y2, pow) {
if (typeof pow === 'undefined') { pow = 2; }
return Math.sqrt(Math.pow(x2 - x1, pow) + Math.pow(y2 - y1, pow));
},
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/**
* Returns the rounded distance between the two given set of coordinates.
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*
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* @method Phaser.Math#distanceRounded
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @return {number} The distance between this Point object and the destination Point object.
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* @deprecated 2.2.0 - Do the rounding locally.
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*/
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distanceRounded: function (x1, y1, x2, y2) {
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return Math.round(Phaser.Math.distance(x1, y1, x2, y2));
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},
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/**
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* Force a value within the boundaries by clamping `x` to the range `[a, b]`.
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*
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* @method Phaser.Math#clamp
* @param {number} x
* @param {number} a
* @param {number} b
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* @return {number}
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*/
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clamp: function (x, a, b) {
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return ( x < a ) ? a : ( ( x > b ) ? b : x );
},
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/**
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* Clamp `x` to the range `[a, Infinity)`.
* Roughly the same as `Math.max(x, a)`, except for NaN handling.
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*
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* @method Phaser.Math#clampBottom
* @param {number} x
* @param {number} a
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* @return {number}
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*/
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clampBottom: function (x, a) {
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return x < a ? a : x;
},
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/**
* Checks if two values are within the given tolerance of each other.
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*
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* @method Phaser.Math#within
* @param {number} a - The first number to check
* @param {number} b - The second number to check
* @param {number} tolerance - The tolerance. Anything equal to or less than this is considered within the range.
* @return {boolean} True if a is < = tolerance of b.
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* @see {@link Phaser.Math.fuzzyEqual}
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*/
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within: function (a, b, tolerance) {
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return (Math.abs(a - b) < = tolerance);
},
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/**
* Linear mapping from range < a1, a2> to range < b1, b2>
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*
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* @method Phaser.Math#mapLinear
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* @param {number} x the value to map
* @param {number} a1 first endpoint of the range < a1, a2>
* @param {number} a2 final endpoint of the range < a1, a2>
* @param {number} b1 first endpoint of the range < b1, b2>
* @param {number} b2 final endpoint of the range < b1, b2>
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* @return {number}
*/
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mapLinear: function (x, a1, a2, b1, b2) {
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return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
},
/**
* Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
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*
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* @method Phaser.Math#smoothstep
* @param {number} x
* @param {number} min
* @param {number} max
* @return {number}
*/
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smoothstep: function (x, min, max) {
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x = Math.max(0, Math.min(1, (x - min) / (max - min)));
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return x * x * (3 - 2 * x);
},
/**
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* Smootherstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
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*
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* @method Phaser.Math#smootherstep
* @param {number} x
* @param {number} min
* @param {number} max
* @return {number}
*/
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smootherstep: function (x, min, max) {
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x = Math.max(0, Math.min(1, (x - min) / (max - min)));
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return x * x * x * (x * (x * 6 - 15) + 10);
},
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/**
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* A value representing the sign of the value: -1 for negative, +1 for positive, 0 if value is 0.
*
* This works differently from `Math.sign` for values of NaN and -0, etc.
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*
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* @method Phaser.Math#sign
* @param {number} x
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* @return {integer} An integer in {-1, 0, 1}
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*/
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sign: function (x) {
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return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
},
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/**
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* Work out what percentage value `a` is of value `b` using the given base.
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*
* @method Phaser.Math#percent
* @param {number} a - The value to work out the percentage for.
* @param {number} b - The value you wish to get the percentage of.
* @param {number} [base=0] - The base value.
* @return {number} The percentage a is of b, between 0 and 1.
*/
percent: function (a, b, base) {
if (typeof base === 'undefined') { base = 0; }
if (a > b || base > b)
{
return 1;
}
else if (a < base || base > a)
{
return 0;
}
else
{
return (a - base) / b;
}
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}
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};
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var degreeToRadiansFactor = Math.PI / 180;
var radianToDegreesFactor = 180 / Math.PI;
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/**
* Convert degrees to radians.
*
* @method Phaser.Math#degToRad
* @param {number} degrees - Angle in degrees.
* @return {number} Angle in radians.
*/
Phaser.Math.degToRad = function degToRad (degrees) {
return degrees * degreeToRadiansFactor;
};
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/**
* Convert degrees to radians.
*
* @method Phaser.Math#radToDeg
* @param {number} radians - Angle in radians.
* @return {number} Angle in degrees
*/
Phaser.Math.radToDeg = function radToDeg (radians) {
return radians * radianToDegreesFactor;
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};
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