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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" >
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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 >
< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: geom/Point.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.Point
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* @classdesc
* The Point object represents a location in a two-dimensional coordinate system,
* where x represents the horizontal axis and y represents the vertical axis.
* The following code creates a point at (0,0):
* `var myPoint = new Phaser.Point();`
* You can also use them as 2D Vectors and you'll find different vector related methods in this class.
*/
/**
* Creates a new Point object. If you pass no parameters a Point is created set to (0, 0).
*
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* @constructor
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* @param {number} [x=0] - The horizontal position of this Point.
* @param {number} [y=0] - The vertical position of this Point.
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*/
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Phaser.Point = function (x, y) {
x = x || 0;
y = y || 0;
/**
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* @property {number} x - The x value of the point.
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*/
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this.x = x;
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/**
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* @property {number} y - The y value of the point.
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*/
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this.y = y;
};
Phaser.Point.prototype = {
/**
* Copies the x and y properties from any given object to this Point.
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*
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* @method Phaser.Point#copyFrom
* @param {any} source - The object to copy from.
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* @return {Phaser.Point} This Point object.
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*/
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copyFrom: function (source) {
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return this.setTo(source.x, source.y);
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},
/**
* Inverts the x and y values of this Point
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*
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* @method Phaser.Point#invert
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* @return {Phaser.Point} This Point object.
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*/
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invert: function () {
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return this.setTo(this.y, this.x);
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},
/**
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* Sets the `x` and `y` values of this Point object to the given values.
* If you omit the `y` value then the `x` value will be applied to both, for example:
* `Point.setTo(2)` is the same as `Point.setTo(2, 2)`
*
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* @method Phaser.Point#setTo
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* @param {number} x - The horizontal value of this point.
* @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place.
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
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setTo: function (x, y) {
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this.x = x || 0;
this.y = y || ( (y !== 0) ? this.x : 0 );
return this;
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},
/**
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* Sets the `x` and `y` values of this Point object to the given values.
* If you omit the `y` value then the `x` value will be applied to both, for example:
* `Point.setTo(2)` is the same as `Point.setTo(2, 2)`
*
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* @method Phaser.Point#set
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* @param {number} x - The horizontal value of this point.
* @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place.
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
set: function (x, y) {
this.x = x || 0;
this.y = y || ( (y !== 0) ? this.x : 0 );
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return this;
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},
/**
* Adds the given x and y values to this Point.
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*
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* @method Phaser.Point#add
* @param {number} x - The value to add to Point.x.
* @param {number} y - The value to add to Point.y.
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
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add: function (x, y) {
this.x += x;
this.y += y;
return this;
},
/**
* Subtracts the given x and y values from this Point.
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*
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* @method Phaser.Point#subtract
* @param {number} x - The value to subtract from Point.x.
* @param {number} y - The value to subtract from Point.y.
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
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subtract: function (x, y) {
this.x -= x;
this.y -= y;
return this;
},
/**
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* Multiplies Point.x and Point.y by the given x and y values. Sometimes known as `Scale`.
*
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* @method Phaser.Point#multiply
* @param {number} x - The value to multiply Point.x by.
* @param {number} y - The value to multiply Point.x by.
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
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multiply: function (x, y) {
this.x *= x;
this.y *= y;
return this;
},
/**
* Divides Point.x and Point.y by the given x and y values.
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*
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* @method Phaser.Point#divide
* @param {number} x - The value to divide Point.x by.
* @param {number} y - The value to divide Point.x by.
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
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divide: function (x, y) {
this.x /= x;
this.y /= y;
return this;
},
/**
* Clamps the x value of this Point to be between the given min and max.
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*
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* @method Phaser.Point#clampX
* @param {number} min - The minimum value to clamp this Point to.
* @param {number} max - The maximum value to clamp this Point to.
* @return {Phaser.Point} This Point object.
*/
clampX: function (min, max) {
this.x = Phaser.Math.clamp(this.x, min, max);
return this;
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},
/**
* Clamps the y value of this Point to be between the given min and max
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*
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* @method Phaser.Point#clampY
* @param {number} min - The minimum value to clamp this Point to.
* @param {number} max - The maximum value to clamp this Point to.
* @return {Phaser.Point} This Point object.
*/
clampY: function (min, max) {
this.y = Phaser.Math.clamp(this.y, min, max);
return this;
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},
/**
* Clamps this Point object values to be between the given min and max.
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*
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* @method Phaser.Point#clamp
* @param {number} min - The minimum value to clamp this Point to.
* @param {number} max - The maximum value to clamp this Point to.
* @return {Phaser.Point} This Point object.
*/
clamp: function (min, max) {
this.x = Phaser.Math.clamp(this.x, min, max);
this.y = Phaser.Math.clamp(this.y, min, max);
return this;
},
/**
* Creates a copy of the given Point.
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*
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* @method Phaser.Point#clone
* @param {Phaser.Point} [output] Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
* @return {Phaser.Point} The new Point object.
*/
clone: function (output) {
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if (typeof output === "undefined")
{
output = new Phaser.Point(this.x, this.y);
}
else
{
output.setTo(this.x, this.y);
}
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return output;
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},
/**
* Copies the x and y properties from this Point to any given object.
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*
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* @method Phaser.Point#copyTo
* @param {any} dest - The object to copy to.
* @return {Object} The dest object.
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*/
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copyTo: function (dest) {
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dest.x = this.x;
dest.y = this.y;
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return dest;
},
/**
* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)
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*
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* @method Phaser.Point#distance
* @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.
* @param {boolean} [round] - Round the distance to the nearest integer (default false).
* @return {number} The distance between this Point object and the destination Point object.
*/
distance: function (dest, round) {
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return Phaser.Point.distance(this, dest, round);
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},
/**
* Determines whether the given objects x/y values are equal to this Point object.
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*
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* @method Phaser.Point#equals
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* @param {Phaser.Point|any} a - The object to compare with this Point.
* @return {boolean} A value of true if the x and y points are equal, otherwise false.
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*/
equals: function (a) {
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return (a.x === this.x & & a.y === this.y);
},
/**
* Returns the angle between this Point object and another object with public x and y properties.
*
* @method Phaser.Point#angle
* @param {Phaser.Point|any} a - The object to get the angle from this Point to.
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* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
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* @return {number} The angle between the two objects.
*/
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angle: function (a, asDegrees) {
if (typeof asDegrees === 'undefined') { asDegrees = false; }
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if (asDegrees)
{
return Phaser.Math.radToDeg(Math.atan2(a.y - this.y, a.x - this.x));
}
else
{
return Math.atan2(a.y - this.y, a.x - this.x);
}
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},
/**
* Returns the angle squared between this Point object and another object with public x and y properties.
*
* @method Phaser.Point#angleSq
* @param {Phaser.Point|any} a - The object to get the angleSq from this Point to.
* @return {number} The angleSq between the two objects.
*/
angleSq: function (a) {
return this.subtract(a).angle(a.subtract(this));
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},
/**
* Rotates this Point around the x/y coordinates given to the desired angle.
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*
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* @method Phaser.Point#rotate
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* @param {number} x - The x coordinate of the anchor point.
* @param {number} y - The y coordinate of the anchor point.
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* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
* @param {boolean} asDegrees - Is the given rotation in radians (false) or degrees (true)?
* @param {number} [distance] - An optional distance constraint between the Point and the anchor.
* @return {Phaser.Point} The modified point object.
*/
rotate: function (x, y, angle, asDegrees, distance) {
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return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance);
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},
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/**
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* Calculates the length of the Point object.
*
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* @method Phaser.Point#getMagnitude
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* @return {number} The length of the Point.
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*/
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getMagnitude: function () {
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return Math.sqrt((this.x * this.x) + (this.y * this.y));
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},
/**
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* Calculates the length squared of the Point object.
*
* @method Phaser.Point#getMagnitudeSq
* @return {number} The length ^ 2 of the Point.
*/
getMagnitudeSq: function () {
return (this.x * this.x) + (this.y * this.y);
},
/**
* Alters the length of the Point without changing the direction.
*
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* @method Phaser.Point#setMagnitude
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* @param {number} magnitude - The desired magnitude of the resulting Point.
* @return {Phaser.Point} This Point object.
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*/
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setMagnitude: function (magnitude) {
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return this.normalize().multiply(magnitude, magnitude);
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},
/**
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* Alters the Point object so that its length is 1, but it retains the same direction.
*
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* @method Phaser.Point#normalize
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* @return {Phaser.Point} This Point object.
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*/
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normalize: function () {
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if (!this.isZero())
{
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var m = this.getMagnitude();
this.x /= m;
this.y /= m;
}
return this;
},
/**
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* Determine if this point is at 0,0.
*
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* @method Phaser.Point#isZero
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* @return {boolean} True if this Point is 0,0, otherwise false.
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*/
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isZero: function () {
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return (this.x === 0 & & this.y === 0);
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},
/**
* The dot product of this and another Point object.
*
* @method Phaser.Point#dot
* @param {Phaser.Point} a - The Point object to get the dot product combined with this Point.
* @return {number} The result.
*/
dot: function (a) {
return ((this.x * a.x) + (this.y * a.y));
},
/**
* The cross product of this and another Point object.
*
* @method Phaser.Point#cross
* @param {Phaser.Point} a - The Point object to get the cross product combined with this Point.
* @return {number} The result.
*/
cross: function (a) {
return ((this.x * a.y) - (this.y * a.x));
},
/**
* Make this Point perpendicular (90 degrees rotation)
*
* @method Phaser.Point#perp
* @return {Phaser.Point} This Point object.
*/
perp: function () {
return this.setTo(-this.y, this.x);
},
/**
* Make this Point perpendicular (-90 degrees rotation)
*
* @method Phaser.Point#rperp
* @return {Phaser.Point} This Point object.
*/
rperp: function () {
return this.setTo(this.y, -this.x);
},
/**
* Right-hand normalize (make unit length) this Point.
*
* @method Phaser.Point#normalRightHand
* @return {Phaser.Point} This Point object.
*/
normalRightHand: function () {
return this.setTo(this.y * -1, this.x);
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},
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/**
* Returns a string representation of this object.
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*
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* @method Phaser.Point#toString
* @return {string} A string representation of the instance.
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*/
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toString: function () {
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return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
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}
};
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Phaser.Point.prototype.constructor = Phaser.Point;
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/**
* Adds the coordinates of two points together to create a new point.
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*
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* @method Phaser.Point.add
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.add = function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
out.x = a.x + b.x;
out.y = a.y + b.y;
return out;
};
/**
* Subtracts the coordinates of two points to create a new point.
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*
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* @method Phaser.Point.subtract
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.subtract = function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
out.x = a.x - b.x;
out.y = a.y - b.y;
return out;
};
/**
* Multiplies the coordinates of two points to create a new point.
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*
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* @method Phaser.Point.multiply
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.multiply = function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
out.x = a.x * b.x;
out.y = a.y * b.y;
return out;
};
/**
* Divides the coordinates of two points to create a new point.
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*
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* @method Phaser.Point.divide
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.divide = function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
out.x = a.x / b.x;
out.y = a.y / b.y;
return out;
};
/**
* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.
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*
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* @method Phaser.Point.equals
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @return {boolean} A value of true if the Points are equal, otherwise false.
*/
Phaser.Point.equals = function (a, b) {
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return (a.x === b.x & & a.y === b.y);
};
/**
* Returns the angle between two Point objects.
*
* @method Phaser.Point.angle
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @return {number} The angle between the two Points.
*/
Phaser.Point.angle = function (a, b) {
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// return Math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y);
return Math.atan2(a.y - b.y, a.x - b.x);
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};
/**
* Returns the angle squared between two Point objects.
*
* @method Phaser.Point.angleSq
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @return {number} The angle squared between the two Points.
*/
Phaser.Point.angleSq = function (a, b) {
return a.subtract(b).angle(b.subtract(a));
};
/**
* Creates a negative Point.
*
* @method Phaser.Point.negative
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.negative = function (a, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
return out.setTo(-a.x, -a.y);
};
/**
* Adds two 2D Points together and multiplies the result by the given scalar.
*
* @method Phaser.Point.multiplyAdd
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {number} s - The scaling value.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.multiplyAdd = function (a, b, s, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
return out.setTo(a.x + b.x * s, a.y + b.y * s);
};
/**
* Interpolates the two given Points, based on the `f` value (between 0 and 1) and returns a new Point.
*
* @method Phaser.Point.interpolate
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.interpolate = function (a, b, f, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
return out.setTo(a.x + (b.x - a.x) * f, a.y + (b.y - a.y) * f);
};
/**
* Return a perpendicular vector (90 degrees rotation)
*
* @method Phaser.Point.perp
* @param {Phaser.Point} a - The Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.perp = function (a, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
return out.setTo(-a.y, a.x);
};
/**
* Return a perpendicular vector (-90 degrees rotation)
*
* @method Phaser.Point.rperp
* @param {Phaser.Point} a - The Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.rperp = function (a, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
return out.setTo(a.y, -a.x);
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};
/**
* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties).
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*
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* @method Phaser.Point.distance
* @param {object} a - The target object. Must have visible x and y properties that represent the center of the object.
* @param {object} b - The target object. Must have visible x and y properties that represent the center of the object.
* @param {boolean} [round] - Round the distance to the nearest integer (default false).
* @return {number} The distance between this Point object and the destination Point object.
*/
Phaser.Point.distance = function (a, b, round) {
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if (typeof round === "undefined") { round = false; }
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if (round)
{
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return Phaser.Math.distanceRounded(a.x, a.y, b.x, b.y);
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}
else
{
return Phaser.Math.distance(a.x, a.y, b.x, b.y);
}
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};
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/**
* Project two Points onto another Point.
*
* @method Phaser.Point.project
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.project = function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
var amt = a.dot(b) / b.getMagnitudeSq();
if (amt !== 0)
{
out.setTo(amt * b.x, amt * b.y);
}
return out;
};
/**
* Project two Points onto a Point of unit length.
*
* @method Phaser.Point.projectUnit
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.projectUnit = function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
var amt = a.dot(b);
if (amt !== 0)
{
out.setTo(amt * b.x, amt * b.y);
}
return out;
};
/**
* Right-hand normalize (make unit length) a Point.
*
* @method Phaser.Point.normalRightHand
* @param {Phaser.Point} a - The Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.normalRightHand = function (a, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
return out.setTo(a.y * -1, a.x);
};
/**
* Normalize (make unit length) a Point.
*
* @method Phaser.Point.normalize
* @param {Phaser.Point} a - The Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.normalize = function (a, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
var m = a.getMagnitude();
if (m !== 0)
{
out.setTo(a.x / m, a.y / m);
}
return out;
};
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/**
* Rotates a Point around the x/y coordinates given to the desired angle.
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*
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* @method Phaser.Point.rotate
* @param {Phaser.Point} a - The Point object to rotate.
* @param {number} x - The x coordinate of the anchor point
* @param {number} y - The y coordinate of the anchor point
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
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* @param {boolean} [asDegrees=false] - Is the given rotation in radians (false) or degrees (true)?
* @param {number} [distance] - An optional distance constraint between the Point and the anchor.
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* @return {Phaser.Point} The modified point object.
*/
Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) {
asDegrees = asDegrees || false;
distance = distance || null;
if (asDegrees)
{
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angle = Phaser.Math.degToRad(angle);
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}
// Get distance from origin (cx/cy) to this point
if (distance === null)
{
distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y)));
}
return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle));
};
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/**
* Calculates centroid (or midpoint) from an array of points. If only one point is provided, that point is returned.
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*
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* @method Phaser.Point.centroid
* @param {Phaser.Point[]} points - The array of one or more points.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.centroid = function (points, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
if (Object.prototype.toString.call(points) !== '[object Array]')
{
throw new Error("Phaser.Point. Parameter 'points' must be an array");
}
var pointslength = points.length;
if (pointslength < 1)
{
throw new Error("Phaser.Point. Parameter 'points' array must not be empty");
}
if (pointslength === 1)
{
out.copyFrom(points[0]);
return out;
}
for (var i = 0; i < pointslength; i++)
{
Phaser.Point.add(out, points[i], out);
}
out.divide(pointslength, pointslength);
return out;
};
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// Because PIXI uses its own Point, we'll replace it with ours to avoid duplicating code or confusion.
PIXI.Point = Phaser.Point;
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