2016-12-05 10:06:09 +00:00
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< 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.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / 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 >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#arc" > arc< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#AUTO" > AUTO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#beginFill" > beginFill< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#bezierCurveTo" > bezierCurveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#clear" > clear< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#destroyCachedSprite" > destroyCachedSprite< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawCircle" > drawCircle< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawEllipse" > drawEllipse< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawPolygon" > drawPolygon< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawRect" > drawRect< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawRoundedRect" > drawRoundedRect< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawShape" > drawShape< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#emit" > emit< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#endFill" > endFill< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#generateTexture" > generateTexture< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#getBounds" > getBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#getLocalBounds" > getLocalBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#lineStyle" > lineStyle< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#lineTo" > lineTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#listeners" > listeners< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#mixin" > mixin< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#moveTo" > moveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#quadraticCurveTo" > quadraticCurveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RETROFONT" > RETROFONT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#updateLocalBounds" > updateLocalBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_MULTI" > WEBGL_MULTI< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
< 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.Cache.html" > Cache< / 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.Input.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< 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.Video.html" > Video< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
< 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.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
< / ul >
< / li >
< 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-2" > < a href = "Phaser.Weapon.html" > Weapon< / 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 >
< / ul >
< / li >
< 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.DeviceButton.html" > Device Button< / 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.KeyCode.html" > Key Codes< / 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 = "http://phaser.io" > Phaser Web Site< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > 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 = "http://phaser.io/learn" > Tutorials< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
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< h1 class = "page-title" > Source: src/geom/Line.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new Line object with a start and an end point.
*
* @class Phaser.Line
* @constructor
* @param {number} [x1=0] - The x coordinate of the start of the line.
* @param {number} [y1=0] - The y coordinate of the start of the line.
* @param {number} [x2=0] - The x coordinate of the end of the line.
* @param {number} [y2=0] - The y coordinate of the end of the line.
*/
Phaser.Line = function (x1, y1, x2, y2) {
x1 = x1 || 0;
y1 = y1 || 0;
x2 = x2 || 0;
y2 = y2 || 0;
/**
* @property {Phaser.Point} start - The start point of the line.
*/
this.start = new Phaser.Point(x1, y1);
/**
* @property {Phaser.Point} end - The end point of the line.
*/
this.end = new Phaser.Point(x2, y2);
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.LINE;
};
Phaser.Line.prototype = {
/**
* Sets the components of the Line to the specified values.
*
* @method Phaser.Line#setTo
* @param {number} [x1=0] - The x coordinate of the start of the line.
* @param {number} [y1=0] - The y coordinate of the start of the line.
* @param {number} [x2=0] - The x coordinate of the end of the line.
* @param {number} [y2=0] - The y coordinate of the end of the line.
* @return {Phaser.Line} This line object
*/
setTo: function (x1, y1, x2, y2) {
this.start.setTo(x1, y1);
this.end.setTo(x2, y2);
return this;
},
/**
* Sets the line to match the x/y coordinates of the two given sprites.
* Can optionally be calculated from their center coordinates.
*
* @method Phaser.Line#fromSprite
* @param {Phaser.Sprite} startSprite - The coordinates of this Sprite will be set to the Line.start point.
* @param {Phaser.Sprite} endSprite - The coordinates of this Sprite will be set to the Line.start point.
* @param {boolean} [useCenter=false] - If true it will use startSprite.centerX, if false startSprite.x.
* @return {Phaser.Line} This line object
*/
fromSprite: function (startSprite, endSprite, useCenter) {
if (useCenter === undefined) { useCenter = false; }
if (useCenter)
{
return this.setTo(startSprite.centerX, startSprite.centerY, endSprite.centerX, endSprite.centerY);
}
return this.setTo(startSprite.x, startSprite.y, endSprite.x, endSprite.y);
},
/**
* Sets this line to start at the given `x` and `y` coordinates and for the segment to extend at `angle` for the given `length`.
*
* @method Phaser.Line#fromAngle
* @param {number} x - The x coordinate of the start of the line.
* @param {number} y - The y coordinate of the start of the line.
* @param {number} angle - The angle of the line in radians.
* @param {number} length - The length of the line in pixels.
* @return {Phaser.Line} This line object
*/
fromAngle: function (x, y, angle, length) {
this.start.setTo(x, y);
this.end.setTo(x + (Math.cos(angle) * length), y + (Math.sin(angle) * length));
return this;
},
/**
* Rotates the line by the amount specified in `angle`.
*
* Rotation takes place from the center of the line.
* If you wish to rotate around a different point see Line.rotateAround.
*
* If you wish to rotate the ends of the Line then see Line.start.rotate or Line.end.rotate.
*
* @method Phaser.Line#rotate
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the line by.
* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
* @return {Phaser.Line} This line object
*/
rotate: function (angle, asDegrees) {
var cx = (this.start.x + this.end.x) / 2;
var cy = (this.start.y + this.end.y) / 2;
this.start.rotate(cx, cy, angle, asDegrees);
this.end.rotate(cx, cy, angle, asDegrees);
return this;
},
/**
* Rotates the line by the amount specified in `angle`.
*
* Rotation takes place around the coordinates given.
*
* @method Phaser.Line#rotateAround
* @param {number} x - The x coordinate to offset the rotation from.
* @param {number} y - The y coordinate to offset the rotation from.
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the line by.
* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
* @return {Phaser.Line} This line object
*/
rotateAround: function (x, y, angle, asDegrees) {
this.start.rotate(x, y, angle, asDegrees);
this.end.rotate(x, y, angle, asDegrees);
return this;
},
/**
* Checks for intersection between this line and another Line.
* If asSegment is true it will check for segment intersection. If asSegment is false it will check for line intersection.
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
*
* @method Phaser.Line#intersects
* @param {Phaser.Line} line - The line to check against this one.
* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
*/
intersects: function (line, asSegment, result) {
return Phaser.Line.intersectsPoints(this.start, this.end, line.start, line.end, asSegment, result);
},
/**
* Returns the reflected angle between two lines.
* This is the outgoing angle based on the angle of this line and the normalAngle of the given line.
*
* @method Phaser.Line#reflect
* @param {Phaser.Line} line - The line to reflect off this line.
* @return {number} The reflected angle in radians.
*/
reflect: function (line) {
return Phaser.Line.reflect(this, line);
},
/**
* Returns a Point object where the x and y values correspond to the center (or midpoint) of the Line segment.
*
* @method Phaser.Line#midPoint
* @param {Phaser.Point} [out] - A Phaser.Point object into which the result will be populated. If not given a new Point object is created.
* @return {Phaser.Point} A Phaser.Point object with the x and y values set to the center of the line segment.
*/
midPoint: function (out) {
if (out === undefined) { out = new Phaser.Point(); }
out.x = (this.start.x + this.end.x) / 2;
out.y = (this.start.y + this.end.y) / 2;
return out;
},
/**
* Centers this Line on the given coordinates.
*
* The line is centered by positioning the start and end points so that the lines midpoint matches
* the coordinates given.
*
* @method Phaser.Line#centerOn
* @param {number} x - The x position to center the line on.
* @param {number} y - The y position to center the line on.
* @return {Phaser.Line} This line object
*/
centerOn: function (x, y) {
var cx = (this.start.x + this.end.x) / 2;
var cy = (this.start.y + this.end.y) / 2;
var tx = x - cx;
var ty = y - cy;
this.start.add(tx, ty);
this.end.add(tx, ty);
},
/**
* Tests if the given coordinates fall on this line. See pointOnSegment to test against just the line segment.
*
* @method Phaser.Line#pointOnLine
* @param {number} x - The line to check against this one.
* @param {number} y - The line to check against this one.
* @return {boolean} True if the point is on the line, false if not.
*/
pointOnLine: function (x, y) {
return ((x - this.start.x) * (this.end.y - this.start.y) === (this.end.x - this.start.x) * (y - this.start.y));
},
/**
* Tests if the given coordinates fall on this line and within the segment. See pointOnLine to test against just the line.
*
* @method Phaser.Line#pointOnSegment
* @param {number} x - The line to check against this one.
* @param {number} y - The line to check against this one.
* @return {boolean} True if the point is on the line and segment, false if not.
*/
pointOnSegment: function (x, y) {
var xMin = Math.min(this.start.x, this.end.x);
var xMax = Math.max(this.start.x, this.end.x);
var yMin = Math.min(this.start.y, this.end.y);
var yMax = Math.max(this.start.y, this.end.y);
return (this.pointOnLine(x, y) & & (x >= xMin & & x < = xMax) & & (y >= yMin & & y < = yMax));
},
/**
* Picks a random point from anywhere on the Line segment and returns it.
*
* @method Phaser.Line#random
* @param {Phaser.Point|object} [out] - A Phaser.Point, or any object with public x/y properties, that the values will be set in.
* If no object is provided a new Phaser.Point object will be created. In high performance areas avoid this by re-using an object.
* @return {Phaser.Point} An object containing the random point in its `x` and `y` properties.
*/
random: function (out) {
if (out === undefined) { out = new Phaser.Point(); }
var t = Math.random();
out.x = this.start.x + t * (this.end.x - this.start.x);
out.y = this.start.y + t * (this.end.y - this.start.y);
return out;
},
/**
* Using Bresenham's line algorithm this will return an array of all coordinates on this line.
* The start and end points are rounded before this runs as the algorithm works on integers.
*
* @method Phaser.Line#coordinatesOnLine
* @param {number} [stepRate=1] - How many steps will we return? 1 = every coordinate on the line, 2 = every other coordinate, etc.
* @param {array} [results] - The array to store the results in. If not provided a new one will be generated.
* @return {array} An array of coordinates.
*/
coordinatesOnLine: function (stepRate, results) {
if (stepRate === undefined) { stepRate = 1; }
if (results === undefined) { results = []; }
var x1 = Math.round(this.start.x);
var y1 = Math.round(this.start.y);
var x2 = Math.round(this.end.x);
var y2 = Math.round(this.end.y);
var dx = Math.abs(x2 - x1);
var dy = Math.abs(y2 - y1);
var sx = (x1 < x2) ? 1 : -1;
var sy = (y1 < y2) ? 1 : -1;
var err = dx - dy;
results.push([x1, y1]);
var i = 1;
while (!((x1 === x2) & & (y1 === y2)))
{
var e2 = err < < 1;
if (e2 > -dy)
{
err -= dy;
x1 += sx;
}
if (e2 < dx)
{
err += dx;
y1 += sy;
}
if (i % stepRate === 0)
{
results.push([x1, y1]);
}
i++;
}
return results;
},
/**
* Returns a new Line object with the same values for the start and end properties as this Line object.
* @method Phaser.Line#clone
* @param {Phaser.Line} output - Optional Line object. If given the values will be set into the object, otherwise a brand new Line object will be created and returned.
* @return {Phaser.Line} The cloned Line object.
*/
clone: function (output) {
if (output === undefined || output === null)
{
output = new Phaser.Line(this.start.x, this.start.y, this.end.x, this.end.y);
}
else
{
output.setTo(this.start.x, this.start.y, this.end.x, this.end.y);
}
return output;
}
};
/**
* @name Phaser.Line#length
* @property {number} length - Gets the length of the line segment.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "length", {
get: function () {
return Math.sqrt((this.end.x - this.start.x) * (this.end.x - this.start.x) + (this.end.y - this.start.y) * (this.end.y - this.start.y));
}
});
/**
* @name Phaser.Line#angle
* @property {number} angle - Gets the angle of the line in radians.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "angle", {
get: function () {
return Math.atan2(this.end.y - this.start.y, this.end.x - this.start.x);
}
});
/**
* @name Phaser.Line#slope
* @property {number} slope - Gets the slope of the line (y/x).
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "slope", {
get: function () {
return (this.end.y - this.start.y) / (this.end.x - this.start.x);
}
});
/**
* @name Phaser.Line#perpSlope
* @property {number} perpSlope - Gets the perpendicular slope of the line (x/y).
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "perpSlope", {
get: function () {
return -((this.end.x - this.start.x) / (this.end.y - this.start.y));
}
});
/**
* @name Phaser.Line#x
* @property {number} x - Gets the x coordinate of the top left of the bounds around this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "x", {
get: function () {
return Math.min(this.start.x, this.end.x);
}
});
/**
* @name Phaser.Line#y
* @property {number} y - Gets the y coordinate of the top left of the bounds around this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "y", {
get: function () {
return Math.min(this.start.y, this.end.y);
}
});
/**
* @name Phaser.Line#left
* @property {number} left - Gets the left-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "left", {
get: function () {
return Math.min(this.start.x, this.end.x);
}
});
/**
* @name Phaser.Line#right
* @property {number} right - Gets the right-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "right", {
get: function () {
return Math.max(this.start.x, this.end.x);
}
});
/**
* @name Phaser.Line#top
* @property {number} top - Gets the top-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "top", {
get: function () {
return Math.min(this.start.y, this.end.y);
}
});
/**
* @name Phaser.Line#bottom
* @property {number} bottom - Gets the bottom-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "bottom", {
get: function () {
return Math.max(this.start.y, this.end.y);
}
});
/**
* @name Phaser.Line#width
* @property {number} width - Gets the width of this bounds of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "width", {
get: function () {
return Math.abs(this.start.x - this.end.x);
}
});
/**
* @name Phaser.Line#height
* @property {number} height - Gets the height of this bounds of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "height", {
get: function () {
return Math.abs(this.start.y - this.end.y);
}
});
/**
* @name Phaser.Line#normalX
* @property {number} normalX - Gets the x component of the left-hand normal of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "normalX", {
get: function () {
return Math.cos(this.angle - 1.5707963267948966);
}
});
/**
* @name Phaser.Line#normalY
* @property {number} normalY - Gets the y component of the left-hand normal of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "normalY", {
get: function () {
return Math.sin(this.angle - 1.5707963267948966);
}
});
/**
* @name Phaser.Line#normalAngle
* @property {number} normalAngle - Gets the angle in radians of the normal of this line (line.angle - 90 degrees.)
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "normalAngle", {
get: function () {
return Phaser.Math.wrap(this.angle - 1.5707963267948966, -Math.PI, Math.PI);
}
});
/**
* Checks for intersection between two lines as defined by the given start and end points.
* If asSegment is true it will check for line segment intersection. If asSegment is false it will check for line intersection.
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
* Adapted from code by Keith Hair
*
* @method Phaser.Line.intersectsPoints
* @param {Phaser.Point} a - The start of the first Line to be checked.
* @param {Phaser.Point} b - The end of the first line to be checked.
* @param {Phaser.Point} e - The start of the second Line to be checked.
* @param {Phaser.Point} f - The end of the second line to be checked.
* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
* @param {Phaser.Point|object} [result] - A Point object to store the result in, if not given a new one will be created.
* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
*/
Phaser.Line.intersectsPoints = function (a, b, e, f, asSegment, result) {
if (asSegment === undefined) { asSegment = true; }
if (result === undefined) { result = new Phaser.Point(); }
var a1 = b.y - a.y;
var a2 = f.y - e.y;
var b1 = a.x - b.x;
var b2 = e.x - f.x;
var c1 = (b.x * a.y) - (a.x * b.y);
var c2 = (f.x * e.y) - (e.x * f.y);
var denom = (a1 * b2) - (a2 * b1);
if (denom === 0)
{
return null;
}
result.x = ((b1 * c2) - (b2 * c1)) / denom;
result.y = ((a2 * c1) - (a1 * c2)) / denom;
if (asSegment)
{
var uc = ((f.y - e.y) * (b.x - a.x) - (f.x - e.x) * (b.y - a.y));
var ua = (((f.x - e.x) * (a.y - e.y)) - (f.y - e.y) * (a.x - e.x)) / uc;
var ub = (((b.x - a.x) * (a.y - e.y)) - ((b.y - a.y) * (a.x - e.x))) / uc;
if (ua >= 0 & & ua < = 1 & & ub >= 0 & & ub < = 1)
{
return result;
}
else
{
return null;
}
}
return result;
};
/**
* Checks for intersection between two lines.
* If asSegment is true it will check for segment intersection.
* If asSegment is false it will check for line intersection.
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
* Adapted from code by Keith Hair
*
* @method Phaser.Line.intersects
* @param {Phaser.Line} a - The first Line to be checked.
* @param {Phaser.Line} b - The second Line to be checked.
* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
*/
Phaser.Line.intersects = function (a, b, asSegment, result) {
return Phaser.Line.intersectsPoints(a.start, a.end, b.start, b.end, asSegment, result);
};
/**
* Checks for intersection between the Line and a Rectangle shape, or a rectangle-like
* object, with public `x`, `y`, `right` and `bottom` properties, such as a Sprite or Body.
*
* An intersection is considered valid if:
*
* The line starts within, or ends within, the Rectangle.
* The line segment intersects one of the 4 rectangle edges.
*
* The for the purposes of this function rectangles are considered 'solid'.
*
* @method Phaser.Line.intersectsRectangle
* @param {Phaser.Line} line - The line to check for intersection with.
* @param {Phaser.Rectangle|object} rect - The rectangle, or rectangle-like object, to check for intersection with.
* @return {boolean} True if the line intersects with the rectangle edges, or starts or ends within the rectangle.
*/
Phaser.Line.intersectsRectangle = function (line, rect) {
// Quick bail out of the Line and Rect bounds don't intersect
if (!Phaser.Rectangle.intersects(line, rect))
{
return false;
}
var x1 = line.start.x;
var y1 = line.start.y;
var x2 = line.end.x;
var y2 = line.end.y;
var bx1 = rect.x;
var by1 = rect.y;
var bx2 = rect.right;
var by2 = rect.bottom;
var t = 0;
// If the start or end of the line is inside the rect then we assume
// collision, as rects are solid for our use-case.
if ((x1 >= bx1 & & x1 < = bx2 & & y1 >= by1 & & y1 < = by2) ||
(x2 >= bx1 & & x2 < = bx2 & & y2 >= by1 & & y2 < = by2))
{
return true;
}
if (x1 < bx1 & & x2 >= bx1)
{
// Left edge
t = y1 + (y2 - y1) * (bx1 - x1) / (x2 - x1);
if (t > by1 & & t < = by2)
{
return true;
}
}
else if (x1 > bx2 & & x2 < = bx2)
{
// Right edge
t = y1 + (y2 - y1) * (bx2 - x1) / (x2 - x1);
if (t >= by1 & & t < = by2)
{
return true;
}
}
if (y1 < by1 & & y2 >= by1)
{
// Top edge
t = x1 + (x2 - x1) * (by1 - y1) / (y2 - y1);
if (t >= bx1 & & t < = bx2)
{
return true;
}
}
else if (y1 > by2 & & y2 < = by2)
{
// Bottom edge
t = x1 + (x2 - x1) * (by2 - y1) / (y2 - y1);
if (t >= bx1 & & t < = bx2)
{
return true;
}
}
return false;
};
/**
* Returns the reflected angle between two lines.
* This is the outgoing angle based on the angle of Line 1 and the normalAngle of Line 2.
*
* @method Phaser.Line.reflect
* @param {Phaser.Line} a - The base line.
* @param {Phaser.Line} b - The line to be reflected from the base line.
* @return {number} The reflected angle in radians.
*/
Phaser.Line.reflect = function (a, b) {
return 2 * b.normalAngle - 3.141592653589793 - a.angle;
};
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