phaser/src/geom/Circle.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter.
* If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created.
*
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* @class Phaser.Circle
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* @constructor
* @param {number} [x=0] - The x coordinate of the center of the circle.
* @param {number} [y=0] - The y coordinate of the center of the circle.
* @param {number} [diameter=0] - The diameter of the circle.
*/
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Phaser.Circle = function (x, y, diameter) {
x = x || 0;
y = y || 0;
diameter = diameter || 0;
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/**
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* @property {number} x - The x coordinate of the center of the circle.
*/
this.x = x;
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/**
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* @property {number} y - The y coordinate of the center of the circle.
*/
this.y = y;
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/**
* @property {number} _diameter - The diameter of the circle.
* @private
*/
this._diameter = diameter;
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/**
* @property {number} _radius - The radius of the circle.
* @private
*/
this._radius = 0;
if (diameter > 0)
{
this._radius = diameter * 0.5;
}
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/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.CIRCLE;
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};
Phaser.Circle.prototype = {
/**
* The circumference of the circle.
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*
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* @method Phaser.Circle#circumference
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* @return {number} The circumference of the circle.
*/
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circumference: function () {
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return 2 * (Math.PI * this._radius);
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},
/**
* Returns a random point from anywhere within this circle.
* The point is uniformly distributed within bounds.
*
* @method Phaser.Circle#random
* @param {Phaser.Point|object} [out] - A Phaser.Point, or any object with public x/y properties, that the values will be set in.
* @return {number} The circumference of the circle.
*/
random: function (out) {
if (typeof out === 'undefined') { out = new Phaser.Point(); }
var t = 2 * Math.PI * Math.random();
var u = Math.random() + Math.random();
var r = (u > 1) ? 2 - u : u;
var x = r * Math.cos(t);
var y = r * Math.sin(t);
out.x = this.x + (x * this.radius);
out.y = this.y + (y * this.radius);
return out;
},
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/**
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* Returns the framing rectangle of the circle as a Phaser.Rectangle object.
*
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* @method Phaser.Circle#getBounds
* @return {Phaser.Rectangle} The bounds of the Circle.
*/
getBounds: function () {
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return new Phaser.Rectangle(this.x - this.radius, this.y - this.radius, this.diameter, this.diameter);
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},
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/**
* Sets the members of Circle to the specified values.
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* @method Phaser.Circle#setTo
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* @param {number} x - The x coordinate of the center of the circle.
* @param {number} y - The y coordinate of the center of the circle.
* @param {number} diameter - The diameter of the circle.
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* @return {Circle} This circle object.
*/
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setTo: function (x, y, diameter) {
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this.x = x;
this.y = y;
this._diameter = diameter;
this._radius = diameter * 0.5;
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return this;
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},
/**
* Copies the x, y and diameter properties from any given object to this Circle.
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* @method Phaser.Circle#copyFrom
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* @param {any} source - The object to copy from.
* @return {Circle} This Circle object.
*/
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copyFrom: function (source) {
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return this.setTo(source.x, source.y, source.diameter);
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},
/**
* Copies the x, y and diameter properties from this Circle to any given object.
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* @method Phaser.Circle#copyTo
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* @param {any} dest - The object to copy to.
* @return {object} This dest object.
*/
copyTo: function (dest) {
dest.x = this.x;
dest.y = this.y;
dest.diameter = this._diameter;
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return dest;
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},
/**
* Returns the distance from the center of the Circle object to the given object
* (can be Circle, Point or anything with x/y properties)
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* @method Phaser.Circle#distance
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* @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.
* @param {boolean} [round=false] - Round the distance to the nearest integer.
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* @return {number} The distance between this Point object and the destination Point object.
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*/
distance: function (dest, round) {
var distance = Phaser.Math.distance(this.x, this.y, dest.x, dest.y);
return round ? Math.round(distance) : distance;
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},
/**
* Returns a new Circle object with the same values for the x, y, width, and height properties as this Circle object.
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* @method Phaser.Circle#clone
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* @param {Phaser.Circle} output - Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned.
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* @return {Phaser.Circle} The cloned Circle object.
*/
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clone: function (output) {
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if (typeof output === "undefined" || output === null)
{
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output = new Phaser.Circle(this.x, this.y, this.diameter);
}
else
{
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output.setTo(this.x, this.y, this.diameter);
}
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return output;
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},
/**
* Return true if the given x/y coordinates are within this Circle object.
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* @method Phaser.Circle#contains
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* @param {number} x - The X value of the coordinate to test.
* @param {number} y - The Y value of the coordinate to test.
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* @return {boolean} True if the coordinates are within this circle, otherwise false.
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*/
contains: function (x, y) {
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return Phaser.Circle.contains(this, x, y);
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},
/**
* Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.
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* @method Phaser.Circle#circumferencePoint
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* @param {number} angle - The angle in radians (unless asDegrees is true) to return the point from.
* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
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* @param {Phaser.Point} [out] - An optional Point object to put the result in to. If none specified a new Point object will be created.
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* @return {Phaser.Point} The Point object holding the result.
*/
circumferencePoint: function (angle, asDegrees, out) {
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return Phaser.Circle.circumferencePoint(this, angle, asDegrees, out);
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},
/**
* Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts.
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* @method Phaser.Circle#offset
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* @param {number} dx - Moves the x value of the Circle object by this amount.
* @param {number} dy - Moves the y value of the Circle object by this amount.
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* @return {Circle} This Circle object.
*/
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offset: function (dx, dy) {
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this.x += dx;
this.y += dy;
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return this;
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},
/**
* Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter.
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* @method Phaser.Circle#offsetPoint
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* @param {Point} point A Point object to use to offset this Circle object (or any valid object with exposed x and y properties).
* @return {Circle} This Circle object.
*/
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offsetPoint: function (point) {
return this.offset(point.x, point.y);
},
/**
* Returns a string representation of this object.
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* @method Phaser.Circle#toString
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* @return {string} a string representation of the instance.
*/
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toString: function () {
return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]";
}
};
Phaser.Circle.prototype.constructor = Phaser.Circle;
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/**
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* The largest distance between any two points on the circle. The same as the radius * 2.
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*
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* @name Phaser.Circle#diameter
* @property {number} diameter - Gets or sets the diameter of the circle.
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*/
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Object.defineProperty(Phaser.Circle.prototype, "diameter", {
get: function () {
return this._diameter;
},
set: function (value) {
if (value > 0)
{
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this._diameter = value;
this._radius = value * 0.5;
}
}
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});
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/**
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* The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter.
* @name Phaser.Circle#radius
* @property {number} radius - Gets or sets the radius of the circle.
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*/
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Object.defineProperty(Phaser.Circle.prototype, "radius", {
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get: function () {
return this._radius;
},
set: function (value) {
if (value > 0)
{
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this._radius = value;
this._diameter = value * 2;
}
}
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});
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/**
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* The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
* @name Phaser.Circle#left
* @propety {number} left - Gets or sets the value of the leftmost point of the circle.
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*/
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Object.defineProperty(Phaser.Circle.prototype, "left", {
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get: function () {
return this.x - this._radius;
},
set: function (value) {
if (value > this.x)
{
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this._radius = 0;
this._diameter = 0;
}
else
{
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this.radius = this.x - value;
}
}
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});
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/**
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* The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
* @name Phaser.Circle#right
* @property {number} right - Gets or sets the value of the rightmost point of the circle.
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*/
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Object.defineProperty(Phaser.Circle.prototype, "right", {
get: function () {
return this.x + this._radius;
},
set: function (value) {
if (value < this.x)
{
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this._radius = 0;
this._diameter = 0;
}
else
{
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this.radius = value - this.x;
}
}
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});
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/**
* The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter.
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* @name Phaser.Circle#top
* @property {number} top - Gets or sets the top of the circle.
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*/
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Object.defineProperty(Phaser.Circle.prototype, "top", {
get: function () {
return this.y - this._radius;
},
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set: function (value) {
if (value > this.y)
{
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this._radius = 0;
this._diameter = 0;
}
else
{
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this.radius = this.y - value;
}
}
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});
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/**
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* The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter.
* @name Phaser.Circle#bottom
* @property {number} bottom - Gets or sets the bottom of the circle.
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*/
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Object.defineProperty(Phaser.Circle.prototype, "bottom", {
get: function () {
return this.y + this._radius;
},
set: function (value) {
if (value < this.y)
{
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this._radius = 0;
this._diameter = 0;
}
else
{
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this.radius = value - this.y;
}
}
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});
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/**
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* The area of this Circle.
* @name Phaser.Circle#area
* @property {number} area - The area of this circle.
* @readonly
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*/
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Object.defineProperty(Phaser.Circle.prototype, "area", {
get: function () {
if (this._radius > 0)
{
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return Math.PI * this._radius * this._radius;
}
else
{
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return 0;
}
}
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});
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/**
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* Determines whether or not this Circle object is empty. Will return a value of true if the Circle objects diameter is less than or equal to 0; otherwise false.
* If set to true it will reset all of the Circle objects properties to 0. A Circle object is empty if its diameter is less than or equal to 0.
* @name Phaser.Circle#empty
* @property {boolean} empty - Gets or sets the empty state of the circle.
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*/
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Object.defineProperty(Phaser.Circle.prototype, "empty", {
get: function () {
return (this._diameter === 0);
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},
set: function (value) {
if (value === true)
{
this.setTo(0, 0, 0);
}
}
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});
/**
* Return true if the given x/y coordinates are within the Circle object.
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* @method Phaser.Circle.contains
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* @param {Phaser.Circle} a - The Circle to be checked.
* @param {number} x - The X value of the coordinate to test.
* @param {number} y - The Y value of the coordinate to test.
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* @return {boolean} True if the coordinates are within this circle, otherwise false.
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*/
Phaser.Circle.contains = function (a, x, y) {
// Check if x/y are within the bounds first
if (a.radius > 0 && x >= a.left && x <= a.right && y >= a.top && y <= a.bottom)
{
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var dx = (a.x - x) * (a.x - x);
var dy = (a.y - y) * (a.y - y);
return (dx + dy) <= (a.radius * a.radius);
}
else
{
return false;
}
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};
/**
* Determines whether the two Circle objects match. This method compares the x, y and diameter properties.
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* @method Phaser.Circle.equals
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* @param {Phaser.Circle} a - The first Circle object.
* @param {Phaser.Circle} b - The second Circle object.
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* @return {boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false.
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*/
Phaser.Circle.equals = function (a, b) {
return (a.x == b.x && a.y == b.y && a.diameter == b.diameter);
};
/**
* Determines whether the two Circle objects intersect.
* This method checks the radius distances between the two Circle objects to see if they intersect.
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* @method Phaser.Circle.intersects
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* @param {Phaser.Circle} a - The first Circle object.
* @param {Phaser.Circle} b - The second Circle object.
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* @return {boolean} A value of true if the specified object intersects with this Circle object; otherwise false.
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*/
Phaser.Circle.intersects = function (a, b) {
return (Phaser.Math.distance(a.x, a.y, b.x, b.y) <= (a.radius + b.radius));
};
/**
* Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.
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* @method Phaser.Circle.circumferencePoint
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* @param {Phaser.Circle} a - The first Circle object.
* @param {number} angle - The angle in radians (unless asDegrees is true) to return the point from.
* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
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* @param {Phaser.Point} [out] - An optional Point object to put the result in to. If none specified a new Point object will be created.
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* @return {Phaser.Point} The Point object holding the result.
*/
Phaser.Circle.circumferencePoint = function (a, angle, asDegrees, out) {
if (typeof asDegrees === "undefined") { asDegrees = false; }
if (typeof out === "undefined") { out = new Phaser.Point(); }
if (asDegrees === true)
{
angle = Phaser.Math.degToRad(angle);
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}
out.x = a.x + a.radius * Math.cos(angle);
out.y = a.y + a.radius * Math.sin(angle);
return out;
};
/**
* Checks if the given Circle and Rectangle objects intersect.
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* @method Phaser.Circle.intersectsRectangle
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* @param {Phaser.Circle} c - The Circle object to test.
* @param {Phaser.Rectangle} r - The Rectangle object to test.
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* @return {boolean} True if the two objects intersect, otherwise false.
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*/
Phaser.Circle.intersectsRectangle = function (c, r) {
var cx = Math.abs(c.x - r.x - r.halfWidth);
var xDist = r.halfWidth + c.radius;
if (cx > xDist)
{
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return false;
}
var cy = Math.abs(c.y - r.y - r.halfHeight);
var yDist = r.halfHeight + c.radius;
if (cy > yDist)
{
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return false;
}
if (cx <= r.halfWidth || cy <= r.halfHeight)
{
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return true;
}
var xCornerDist = cx - r.halfWidth;
var yCornerDist = cy - r.halfHeight;
var xCornerDistSq = xCornerDist * xCornerDist;
var yCornerDistSq = yCornerDist * yCornerDist;
var maxCornerDistSq = c.radius * c.radius;
return xCornerDistSq + yCornerDistSq <= maxCornerDistSq;
};
// Because PIXI uses its own Circle, we'll replace it with ours to avoid duplicating code or confusion.
PIXI.Circle = Phaser.Circle;