diff --git a/examples/circle.html b/examples/circle.html
new file mode 100644
index 000000000..8175a6308
--- /dev/null
+++ b/examples/circle.html
@@ -0,0 +1,45 @@
+
+
+
+ phaser.js - a(nother) new beginning
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/math sincos.html b/examples/math sincos.html
new file mode 100644
index 000000000..e7eb48a0a
--- /dev/null
+++ b/examples/math sincos.html
@@ -0,0 +1,42 @@
+
+
+
+ phaser.js - a(nother) new beginning
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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diff --git a/examples/wip1.html b/examples/wip1.html
index f04f1fd34..e7eb48a0a 100644
--- a/examples/wip1.html
+++ b/examples/wip1.html
@@ -6,8 +6,10 @@
-
+
+
+
@@ -23,7 +25,16 @@
var game = new Phaser.Game(this, '', 800, 600);
+var data = Phaser.Math.sinCosGenerator(10);
+console.log('Sin', data.sin);
+console.log('Cos', data.cos);
+
+console.log('Shift value 1', Phaser.Math.shift(data.sin));
+console.log('Shift value 2', Phaser.Math.shift(data.sin));
+console.log('Shift value 3', Phaser.Math.shift(data.sin));
+
+console.log('Sin', data.sin);
diff --git a/src/geom/Circle.js b/src/geom/Circle.js
new file mode 100644
index 000000000..3d6dbc95b
--- /dev/null
+++ b/src/geom/Circle.js
@@ -0,0 +1,489 @@
+/**
+* Phaser - Circle
+*
+* 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.
+* @class Circle
+* @constructor
+* @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.
+* @return {Circle} This circle object
+**/
+Phaser.Circle = function (x, y, diameter) {
+
+ if (typeof x === "undefined") { x = 0; }
+ if (typeof y === "undefined") { y = 0; }
+ if (typeof diameter === "undefined") { diameter = 0; }
+
+ this._diameter = 0;
+ this._radius = 0;
+
+ /**
+ * The x coordinate of the center of the circle
+ * @property x
+ * @type Number
+ **/
+ this.x = 0;
+
+ /**
+ * The y coordinate of the center of the circle
+ * @property y
+ * @type Number
+ **/
+ this.y = 0;
+
+ this.setTo(x, y, diameter);
+
+};
+
+Phaser.Circle.prototype = {
+
+ /**
+ * The circumference of the circle.
+ * @method circumference
+ * @return {Number}
+ **/
+ circumference: function () {
+ return 2 * (Math.PI * this._radius);
+ },
+
+ /**
+ * Sets the members of Circle to the specified values.
+ * @method setTo
+ * @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 in pixels.
+ * @return {Circle} This circle object
+ **/
+ setTo: function (x, y, diameter) {
+ this.x = x;
+ this.y = y;
+ this._diameter = diameter;
+ this._radius = diameter * 0.5;
+ return this;
+ },
+
+ /**
+ * Copies the x, y and diameter properties from any given object to this Circle.
+ * @method copyFrom
+ * @param {any} source - The object to copy from.
+ * @return {Circle} This Circle object.
+ **/
+ copyFrom: function (source) {
+ return this.setTo(source.x, source.y, source.diameter);
+ },
+
+ /**
+ * Copies the x, y and diameter properties from this Circle to any given object.
+ * @method copyTo
+ * @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;
+ return dest;
+ },
+
+ /**
+ * Returns the distance from the center of the Circle object to the given object
+ * (can be Circle, Point or anything with x/y properties)
+ * @method distance
+ * @param {object} dest The target object. Must have visible x and y properties that represent the center of the object.
+ * @param {bool} [optional] 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 () {
+
+ },
+
+ /**
+ * Returns a new Circle object with the same values for the x, y, width, and height properties as this Circle object.
+ * @method clone
+ * @param {Phaser.Circle} out Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned.
+ * @return {Phaser.Circle} The cloned Circle object.
+ */
+ clone: function(out) {
+
+ if (typeof out === "undefined") { out = new Phaser.Circle(); }
+
+ return out.setTo(a.x, a.y, a.diameter);
+
+ },
+
+ /**
+ * Return true if the given x/y coordinates are within this Circle object.
+ * @method contains
+ * @param {Number} x The X value of the coordinate to test.
+ * @param {Number} y The Y value of the coordinate to test.
+ * @return {bool} True if the coordinates are within this circle, otherwise false.
+ */
+ contains: function (x, y) {
+ return Phaser.Circle.contains(this, x, y);
+ },
+
+ /**
+ * Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.
+ * @method circumferencePoint
+ * @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from.
+ * @param {bool} asDegrees Is the given angle in radians (false) or degrees (true)?
+ * @param {Phaser.Point} [optional] output An optional Point object to put the result in to. If none specified a new Point object will be created.
+ * @return {Phaser.Point} The Point object holding the result.
+ */
+ circumferencePoint: function (angle, asDegrees, out) {
+ return Phaser.Circle.circumferencePoint(this, angle, asDegrees, out);
+ },
+
+ /**
+ * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts.
+ * @method offset
+ * @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.
+ * @return {Circle} This Circle object.
+ **/
+ offset: function (dx, dy) {
+ this.x += dx;
+ this.y += dy;
+ return this;
+ },
+
+ /**
+ * 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.
+ * @method offsetPoint
+ * @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.
+ **/
+ offsetPoint: function (point) {
+ return this.offset(point.x, point.y);
+ },
+
+ /**
+ * Returns a string representation of this object.
+ * @method toString
+ * @return {string} a string representation of the instance.
+ **/
+ toString: function () {
+ return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]";
+ }
+
+};
+
+// Getters / Setters
+
+Object.defineProperty(Phaser.Circle.prototype, "diameter", {
+
+ /**
+ * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2.
+ * @method diameter
+ * @return {Number}
+ **/
+ get: function () {
+ return this._diameter;
+ },
+
+ /**
+ * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2.
+ * @method diameter
+ * @param {Number} The diameter of the circle.
+ **/
+ set: function (value) {
+ if(value > 0) {
+ this._diameter = value;
+ this._radius = value * 0.5;
+ }
+ },
+ enumerable: true,
+ configurable: true
+});
+
+Object.defineProperty(Phaser.Circle.prototype, "radius", {
+
+ /**
+ * The radius of the circle. 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.
+ * @method radius
+ * @return {Number}
+ **/
+ get: function () {
+ return this._radius;
+ },
+
+ /**
+ * The radius of the circle. 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.
+ * @method radius
+ * @param {Number} The radius of the circle.
+ **/
+ set: function (value) {
+ if(value > 0) {
+ this._radius = value;
+ this._diameter = value * 2;
+ }
+ },
+ enumerable: true,
+ configurable: true
+});
+
+Object.defineProperty(Phaser.Circle.prototype, "left", {
+
+ /**
+ * 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.
+ * @method left
+ * @return {Number} The x coordinate of the leftmost point of the circle.
+ **/
+ get: function () {
+ return this.x - this._radius;
+ },
+
+ /**
+ * 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.
+ * @method left
+ * @param {Number} The value to adjust the position of the leftmost point of the circle by.
+ **/
+ set: function (value) {
+ if(value > this.x) {
+ this._radius = 0;
+ this._diameter = 0;
+ } else {
+ this.radius = this.x - value;
+ }
+ },
+ enumerable: true,
+ configurable: true
+});
+
+Object.defineProperty(Phaser.Circle.prototype, "right", {
+
+ /**
+ * 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.
+ * @method right
+ * @return {Number}
+ **/
+ get: function () {
+ return this.x + this._radius;
+ },
+
+ /**
+ * 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.
+ * @method right
+ * @param {Number} The amount to adjust the diameter of the circle by.
+ **/
+ set: function (value) {
+ if(value < this.x) {
+ this._radius = 0;
+ this._diameter = 0;
+ } else {
+ this.radius = value - this.x;
+ }
+ },
+ enumerable: true,
+ configurable: true
+});
+
+Object.defineProperty(Phaser.Circle.prototype, "top", {
+
+ /**
+ * 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.
+ * @method bottom
+ * @return {Number}
+ **/
+ get: function () {
+ return this.y - this._radius;
+ },
+
+ /**
+ * 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.
+ * @method bottom
+ * @param {Number} The amount to adjust the height of the circle by.
+ **/
+ set: function (value) {
+ if(value > this.y) {
+ this._radius = 0;
+ this._diameter = 0;
+ } else {
+ this.radius = this.y - value;
+ }
+ },
+ enumerable: true,
+ configurable: true
+});
+
+Object.defineProperty(Phaser.Circle.prototype, "bottom", {
+
+ /**
+ * 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.
+ * @method bottom
+ * @return {Number}
+ **/
+ get: function () {
+ return this.y + this._radius;
+ },
+
+ /**
+ * 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.
+ * @method bottom
+ * @param {Number} The value to adjust the height of the circle by.
+ **/
+ set: function (value) {
+
+ if (value < this.y) {
+ this._radius = 0;
+ this._diameter = 0;
+ } else {
+ this.radius = value - this.y;
+ }
+ },
+ enumerable: true,
+ configurable: true
+});
+
+Object.defineProperty(Phaser.Circle.prototype, "area", {
+
+ /**
+ * Gets the area of this Circle.
+ * @method area
+ * @return {Number} This area of this circle.
+ **/
+ get: function () {
+ if(this._radius > 0) {
+ return Math.PI * this._radius * this._radius;
+ } else {
+ return 0;
+ }
+ },
+ enumerable: true,
+ configurable: true
+});
+
+Object.defineProperty(Phaser.Circle.prototype, "empty", {
+
+ /**
+ * Determines whether or not this Circle object is empty.
+ * @method empty
+ * @return {bool} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false.
+ **/
+ get: function () {
+ return (this._diameter == 0);
+ },
+
+ /**
+ * Sets all of the Circle objects properties to 0. A Circle object is empty if its diameter is less than or equal to 0.
+ * @method setEmpty
+ * @return {Circle} This Circle object
+ **/
+ set: function (value) {
+ this.setTo(0, 0, 0);
+ },
+ enumerable: true,
+ configurable: true
+});
+
+// Statics
+
+/**
+* Return true if the given x/y coordinates are within the Circle object.
+* @method contains
+* @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.
+* @return {bool} True if the coordinates are within this circle, otherwise false.
+*/
+Phaser.Circle.contains = function (a, x, y) {
+
+ // Check if x/y are within the bounds first
+ if (x >= a.left && x <= a.right && y >= a.top && y <= a.bottom) {
+
+ var dx = (a.x - x) * (a.x - x);
+ var dy = (a.y - y) * (a.y - y);
+
+ return (dx + dy) <= (a.radius * a.radius);
+
+ }
+
+ return false;
+
+};
+
+/**
+* Determines whether the two Circle objects match. This method compares the x, y and diameter properties.
+* @method equals
+* @param {Phaser.Circle} a The first Circle object.
+* @param {Phaser.Circle} b The second Circle object.
+* @return {bool} 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.
+*/
+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.
+* @method intersects
+* @param {Phaser.Circle} a The first Circle object.
+* @param {Phaser.Circle} b The second Circle object.
+* @return {bool} A value of true if the specified object intersects with this Circle object; otherwise false.
+*/
+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.
+* @method circumferencePoint
+* @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 {bool} asDegrees Is the given angle in radians (false) or degrees (true)?
+* @param {Phaser.Point} [optional] output An optional Point object to put the result in to. If none specified a new Point object will be created.
+* @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.radToDeg(angle);
+ }
+
+ 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.
+* @method intersectsRectangle
+* @param {Phaser.Circle} c The Circle object to test.
+* @param {Phaser.Rectangle} r The Rectangle object to test.
+* @return {bool} True if the two objects intersect, otherwise false.
+*/
+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) {
+ return false;
+ }
+
+ var cy = Math.abs(c.y - r.y - r.halfHeight);
+ var yDist = r.halfHeight + c.radius;
+
+ if (cy > yDist) {
+ return false;
+ }
+
+ if (cx <= r.halfWidth || cy <= r.halfHeight) {
+ 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;
+
+};
diff --git a/src/math/Math.js b/src/math/Math.js
new file mode 100644
index 000000000..f0e0e2570
--- /dev/null
+++ b/src/math/Math.js
@@ -0,0 +1,766 @@
+Phaser.Math = {
+
+ PI2: Math.PI * 2,
+
+ fuzzyEqual: function (a, b, epsilon) {
+ if (typeof epsilon === "undefined") { epsilon = 0.0001; }
+ return Math.abs(a - b) < epsilon;
+ },
+
+ fuzzyLessThan: function (a, b, epsilon) {
+ if (typeof epsilon === "undefined") { epsilon = 0.0001; }
+ return a < b + epsilon;
+ },
+
+ fuzzyGreaterThan: function (a, b, epsilon) {
+ if (typeof epsilon === "undefined") { epsilon = 0.0001; }
+ return a > b - epsilon;
+ },
+
+ fuzzyCeil: function (val, epsilon) {
+ if (typeof epsilon === "undefined") { epsilon = 0.0001; }
+ return Math.ceil(val - epsilon);
+ },
+
+ fuzzyFloor: function (val, epsilon) {
+ if (typeof epsilon === "undefined") { epsilon = 0.0001; }
+ return Math.floor(val + epsilon);
+ },
+
+ average: function () {
+
+ var args = [];
+
+ for (var _i = 0; _i < (arguments.length - 0); _i++) {
+ args[_i] = arguments[_i + 0];
+ }
+
+ var avg = 0;
+
+ for (var i = 0; i < args.length; i++) {
+ avg += args[i];
+ }
+
+ return avg / args.length;
+
+ },
+
+ truncate: function (n) {
+ return (n > 0) ? Math.floor(n) : Math.ceil(n);
+ },
+
+ shear: function (n) {
+ return n % 1;
+ },
+
+ /**
+ * Snap a value to nearest grid slice, using rounding.
+ *
+ * example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15
+ *
+ * @param input - the value to snap
+ * @param gap - the interval gap of the grid
+ * @param [start] - optional starting offset for gap
+ */
+ snapTo: function (input, gap, start) {
+
+ if (typeof start === "undefined") { start = 0; }
+
+ if (gap == 0) {
+ return input;
+ }
+
+ input -= start;
+ input = gap * Math.round(input / gap);
+
+ return start + input;
+
+ },
+
+ /**
+ * Snap a value to nearest grid slice, using floor.
+ *
+ * example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15
+ *
+ * @param input - the value to snap
+ * @param gap - the interval gap of the grid
+ * @param [start] - optional starting offset for gap
+ */
+ snapToFloor: function (input, gap, start) {
+
+ if (typeof start === "undefined") { start = 0; }
+
+ if (gap == 0) {
+ return input;
+ }
+
+ input -= start;
+ input = gap * Math.floor(input / gap);
+
+ return start + input;
+
+ },
+
+ /**
+ * Snap a value to nearest grid slice, using ceil.
+ *
+ * example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20
+ *
+ * @param input - the value to snap
+ * @param gap - the interval gap of the grid
+ * @param [start] - optional starting offset for gap
+ */
+ snapToCeil: function (input, gap, start) {
+
+ if (typeof start === "undefined") { start = 0; }
+
+ if (gap == 0) {
+ return input;
+ }
+
+ input -= start;
+ input = gap * Math.ceil(input / gap);
+
+ return start + input;
+
+ },
+
+
+ /**
+ * Snaps a value to the nearest value in an array.
+ */
+ snapToInArray: function (input, arr, sort) {
+
+ if (typeof sort === "undefined") { sort = true; }
+
+ if (sort) {
+ arr.sort();
+ }
+
+ if (input < arr[0]) {
+ return arr[0];
+ }
+
+ var i = 1;
+
+ while (arr[i] < input) {
+ i++;
+ }
+
+ var low = arr[i - 1];
+ var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY;
+
+ return ((high - input) <= (input - low)) ? high : low;
+
+ },
+
+ /**
+ * roundTo some place comparative to a 'base', default is 10 for decimal place
+ *
+ * 'place' is represented by the power applied to 'base' to get that place
+ *
+ * @param value - the value to round
+ * @param place - the place to round to
+ * @param base - the base to round in... default is 10 for decimal
+ *
+ * e.g.
+ *
+ * 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011
+ *
+ * roundTo(2000/7,3) == 0
+ * roundTo(2000/7,2) == 300
+ * roundTo(2000/7,1) == 290
+ * roundTo(2000/7,0) == 286
+ * roundTo(2000/7,-1) == 285.7
+ * roundTo(2000/7,-2) == 285.71
+ * roundTo(2000/7,-3) == 285.714
+ * roundTo(2000/7,-4) == 285.7143
+ * roundTo(2000/7,-5) == 285.71429
+ *
+ * roundTo(2000/7,3,2) == 288 -- 100100000
+ * roundTo(2000/7,2,2) == 284 -- 100011100
+ * roundTo(2000/7,1,2) == 286 -- 100011110
+ * roundTo(2000/7,0,2) == 286 -- 100011110
+ * roundTo(2000/7,-1,2) == 285.5 -- 100011101.1
+ * roundTo(2000/7,-2,2) == 285.75 -- 100011101.11
+ * roundTo(2000/7,-3,2) == 285.75 -- 100011101.11
+ * roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011
+ * roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111
+ *
+ * note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed
+ * because we are rounding 100011.1011011011011011 which rounds up.
+ */
+ roundTo: function (value, place, base) {
+
+ if (typeof place === "undefined") { place = 0; }
+ if (typeof base === "undefined") { base = 10; }
+
+ var p = Math.pow(base, -place);
+
+ return Math.round(value * p) / p;
+
+ },
+
+ floorTo: function (value, place, base) {
+
+ if (typeof place === "undefined") { place = 0; }
+ if (typeof base === "undefined") { base = 10; }
+
+ var p = Math.pow(base, -place);
+
+ return Math.floor(value * p) / p;
+
+ },
+
+ ceilTo: function (value, place, base) {
+
+ if (typeof place === "undefined") { place = 0; }
+ if (typeof base === "undefined") { base = 10; }
+
+ var p = Math.pow(base, -place);
+
+ return Math.ceil(value * p) / p;
+
+ },
+
+ /**
+ * a one dimensional linear interpolation of a value.
+ */
+ interpolateFloat: function (a, b, weight) {
+ return (b - a) * weight + a;
+ },
+
+ /**
+ * Find the angle of a segment from (x1, y1) -> (x2, y2 )
+ */
+ angleBetween: function (x1, y1, x2, y2) {
+ return Math.atan2(y2 - y1, x2 - x1);
+ },
+
+ /**
+ * set an angle within the bounds of -PI to PI
+ */
+ normalizeAngle: function (angle, radians) {
+ if (typeof radians === "undefined") { radians = true; }
+ var rd = (radians) ? GameMath.PI : 180;
+ return this.wrap(angle, rd, -rd);
+ },
+
+ /**
+ * closest angle between two angles from a1 to a2
+ * absolute value the return for exact angle
+ */
+ nearestAngleBetween: function (a1, a2, radians) {
+ if (typeof radians === "undefined") { radians = true; }
+ var rd = (radians) ? GameMath.PI : 180;
+ a1 = this.normalizeAngle(a1, radians);
+ a2 = this.normalizeAngle(a2, radians);
+ if(a1 < -rd / 2 && a2 > rd / 2) {
+ a1 += rd * 2;
+ }
+ if(a2 < -rd / 2 && a1 > rd / 2) {
+ a2 += rd * 2;
+ }
+ return a2 - a1;
+ },
+
+ /**
+ * interpolate across the shortest arc between two angles
+ */
+ interpolateAngles: function (a1, a2, weight, radians, ease) {
+ if (typeof radians === "undefined") { radians = true; }
+ if (typeof ease === "undefined") { ease = null; }
+ a1 = this.normalizeAngle(a1, radians);
+ a2 = this.normalizeAngleToAnother(a2, a1, radians);
+ return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight);
+ },
+
+ /**
+ * Generate a random bool result based on the chance value
+ *
+ * Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
+ * of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
+ *
+ * @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%)
+ * @return true if the roll passed, or false
+ */
+ chanceRoll: function (chance) {
+ if (typeof chance === "undefined") { chance = 50; }
+ if(chance <= 0) {
+ return false;
+ } else if(chance >= 100) {
+ return true;
+ } else {
+ if(Math.random() * 100 >= chance) {
+ return false;
+ } else {
+ return true;
+ }
+ }
+ },
+
+ /**
+ * Adds the given amount to the value, but never lets the value go over the specified maximum
+ *
+ * @param value The value to add the amount to
+ * @param amount The amount to add to the value
+ * @param max The maximum the value is allowed to be
+ * @return The new value
+ */
+ maxAdd: function (value, amount, max) {
+ value += amount;
+ if(value > max) {
+ value = max;
+ }
+ return value;
+ },
+
+ /**
+ * Subtracts the given amount from the value, but never lets the value go below the specified minimum
+ *
+ * @param value The base value
+ * @param amount The amount to subtract from the base value
+ * @param min The minimum the value is allowed to be
+ * @return The new value
+ */
+ minSub: function (value, amount, min) {
+ value -= amount;
+ if(value < min) {
+ value = min;
+ }
+ return value;
+ },
+
+ /**
+ * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
+ * Values must be positive integers, and are passed through Math.abs
+ *
+ * @param value The value to add the amount to
+ * @param amount The amount to add to the value
+ * @param max The maximum the value is allowed to be
+ * @return The wrapped value
+ */
+ wrapValue: function (value, amount, max) {
+ var diff;
+ value = Math.abs(value);
+ amount = Math.abs(amount);
+ max = Math.abs(max);
+ diff = (value + amount) % max;
+ return diff;
+ },
+
+ /**
+ * Randomly returns either a 1 or -1
+ *
+ * @return 1 or -1
+ */
+ randomSign: function () {
+ return (Math.random() > 0.5) ? 1 : -1;
+ },
+
+ /**
+ * Returns true if the number given is odd.
+ *
+ * @param n The number to check
+ *
+ * @return True if the given number is odd. False if the given number is even.
+ */
+ isOdd: function (n) {
+ if(n & 1) {
+ return true;
+ } else {
+ return false;
+ }
+ },
+
+ /**
+ * Returns true if the number given is even.
+ *
+ * @param n The number to check
+ *
+ * @return True if the given number is even. False if the given number is odd.
+ */
+ isEven: function (n) {
+ if(n & 1) {
+ return false;
+ } else {
+ return true;
+ }
+ },
+
+ /**
+ * Keeps an angle value between -180 and +180
+ * Should be called whenever the angle is updated on the Sprite to stop it from going insane.
+ *
+ * @param angle The angle value to check
+ *
+ * @return The new angle value, returns the same as the input angle if it was within bounds
+ */
+ wrapAngle: function (angle) {
+ var result = angle;
+ // Nothing needs to change
+ if(angle >= -180 && angle <= 180) {
+ return angle;
+ }
+ // Else normalise it to -180, 180
+ result = (angle + 180) % 360;
+ if(result < 0) {
+ result += 360;
+ }
+ return result - 180;
+ },
+
+ /**
+ * Keeps an angle value between the given min and max values
+ *
+ * @param angle The angle value to check. Must be between -180 and +180
+ * @param min The minimum angle that is allowed (must be -180 or greater)
+ * @param max The maximum angle that is allowed (must be 180 or less)
+ *
+ * @return The new angle value, returns the same as the input angle if it was within bounds
+ */
+ angleLimit: function (angle, min, max) {
+ var result = angle;
+ if(angle > max) {
+ result = max;
+ } else if(angle < min) {
+ result = min;
+ }
+ return result;
+ },
+
+ /**
+ * @method linearInterpolation
+ * @param {Any} v
+ * @param {Any} k
+ * @public
+ */
+ linearInterpolation: function (v, k) {
+ var m = v.length - 1;
+ var f = m * k;
+ var i = Math.floor(f);
+ if(k < 0) {
+ return this.linear(v[0], v[1], f);
+ }
+ if(k > 1) {
+ return this.linear(v[m], v[m - 1], m - f);
+ }
+ return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i);
+ },
+
+ /**
+ * @method bezierInterpolation
+ * @param {Any} v
+ * @param {Any} k
+ * @public
+ */
+ bezierInterpolation: function (v, k) {
+ var b = 0;
+ var n = v.length - 1;
+ for(var i = 0; i <= n; i++) {
+ b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i);
+ }
+ return b;
+ },
+
+ /**
+ * @method catmullRomInterpolation
+ * @param {Any} v
+ * @param {Any} k
+ * @public
+ */
+ catmullRomInterpolation: function (v, k) {
+
+ var m = v.length - 1;
+ var f = m * k;
+ var i = Math.floor(f);
+
+ if (v[0] === v[m]) {
+ if(k < 0) {
+ i = Math.floor(f = m * (1 + k));
+ }
+ return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);
+ } else {
+ if(k < 0) {
+ return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]);
+ }
+ if(k > 1) {
+ return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);
+ }
+ return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);
+ }
+ },
+
+ /**
+ * @method Linear
+ * @param {Any} p0
+ * @param {Any} p1
+ * @param {Any} t
+ * @public
+ */
+ linear: function (p0, p1, t) {
+ return (p1 - p0) * t + p0;
+ },
+
+ /**
+ * @method bernstein
+ * @param {Any} n
+ * @param {Any} i
+ * @public
+ */
+ bernstein: function (n, i) {
+ return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
+ },
+
+ /**
+ * @method catmullRom
+ * @param {Any} p0
+ * @param {Any} p1
+ * @param {Any} p2
+ * @param {Any} p3
+ * @param {Any} t
+ * @public
+ */
+ catmullRom: function (p0, p1, p2, p3, t) {
+ var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2;
+ return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
+ },
+
+ difference: function (a, b) {
+ return Math.abs(a - b);
+ },
+
+ /**
+ * Fetch a random entry from the given array.
+ * Will return null if random selection is missing, or array has no entries.
+ *
+ * @param objects An array of objects.
+ * @param startIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
+ * @param length Optional restriction on the number of values you want to randomly select from.
+ *
+ * @return The random object that was selected.
+ */
+ getRandom: function (objects, startIndex, length) {
+ if (typeof startIndex === "undefined") { startIndex = 0; }
+ if (typeof length === "undefined") { length = 0; }
+ if(objects != null) {
+ var l = length;
+ if((l == 0) || (l > objects.length - startIndex)) {
+ l = objects.length - startIndex;
+ }
+ if(l > 0) {
+ return objects[startIndex + Math.floor(Math.random() * l)];
+ }
+ }
+ return null;
+ },
+
+ /**
+ * Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2.
+ *
+ * @param Value Any number.
+ *
+ * @return The rounded value of that number.
+ */
+ floor: function (value) {
+ var n = value | 0;
+ return (value > 0) ? (n) : ((n != value) ? (n - 1) : (n));
+ },
+
+ /**
+ * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3.
+ *
+ * @param Value Any number.
+ *
+ * @return The rounded value of that number.
+ */
+ ceil: function (value) {
+ var n = value | 0;
+ return (value > 0) ? ((n != value) ? (n + 1) : (n)) : (n);
+ },
+
+ /**
+ * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at
+ *
+ * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function
+ * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time.
+ *
+ * @param length The length of the wave
+ * @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
+ * @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
+ * @param frequency The frequency of the sine and cosine table data
+ * @return Returns the sine table
+ * @see getSinTable
+ * @see getCosTable
+ */
+ sinCosGenerator: function (length, sinAmplitude, cosAmplitude, frequency) {
+
+ if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; }
+ if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; }
+ if (typeof frequency === "undefined") { frequency = 1.0; }
+
+ var sin = sinAmplitude;
+ var cos = cosAmplitude;
+ var frq = frequency * Math.PI / length;
+
+ var cosTable = [];
+ var sinTable = [];
+
+ for (var c = 0; c < length; c++) {
+
+ cos -= sin * frq;
+ sin += cos * frq;
+
+ cosTable[c] = cos;
+ sinTable[c] = sin;
+
+ }
+
+ return { sin: sinTable, cos: cosTable };
+
+ },
+
+ /**
+ * Removes the top element from the stack and re-inserts it onto the bottom, then returns it.
+ * The original stack is modified in the process.
+ * This effectively moves the position of the data from the start to the end of the table.
+ * @return The value.
+ */
+ shift: function (stack) {
+
+ var s = stack.shift();
+ stack.push(s);
+
+ return s;
+
+ },
+
+ /**
+ * Shuffles the data in the given array into a new order
+ * @param array The array to shuffle
+ * @return The array
+ */
+ shuffleArray: function (array) {
+
+ for (var i = array.length - 1; i > 0; i--) {
+
+ var j = Math.floor(Math.random() * (i + 1));
+ var temp = array[i];
+ array[i] = array[j];
+ array[j] = temp;
+ }
+
+ return array;
+
+ },
+
+ /**
+ * Returns the distance between the two given set of coordinates.
+ * @method distance
+ * @param {Number} x1
+ * @param {Number} y1
+ * @param {Number} x2
+ * @param {Number} y2
+ * @return {Number} The distance between this Point object and the destination Point object.
+ **/
+ distance: function (x1, y1, x2, y2) {
+
+ var dx = x1 - x2;
+ var dy = y1 - y2;
+
+ return Math.sqrt(dx * dx + dy * dy);
+
+ },
+
+ distanceRounded: function (x1, y1, x2, y2) {
+
+ return Math.round(Phaser.Math.distance(x1, y1, x2, y2));
+
+ },
+
+ /**
+ * force a value within the boundaries of two values
+ *
+ * Clamp value to range
+ */
+ clamp: function ( x, a, b ) {
+
+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+ },
+
+ // Clamp value to range to range
+
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+ },
+
+ // http://en.wikipedia.org/wiki/Smoothstep
+
+ smoothstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min )/( max - min );
+
+ return x*x*(3 - 2*x);
+
+ },
+
+ smootherstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min )/( max - min );
+
+ return x*x*x*(x*(x*6 - 15) + 10);
+
+ },
+
+ /**
+ * a value representing the sign of the value.
+ * -1 for negative, +1 for positive, 0 if value is 0
+ */
+ sign: function ( x ) {
+
+ return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
+
+ },
+
+ degToRad: function() {
+
+ var degreeToRadiansFactor = Math.PI / 180;
+
+ return function ( degrees ) {
+
+ return degrees * degreeToRadiansFactor;
+
+ };
+
+ }(),
+
+ radToDeg: function() {
+
+ var radianToDegreesFactor = 180 / Math.PI;
+
+ return function ( radians ) {
+
+ return radians * radianToDegreesFactor;
+
+ };
+
+ }()
+
+};
diff --git a/src/time/Time.js b/src/time/Time.js
index b3cee2e9b..d46600fcc 100644
--- a/src/time/Time.js
+++ b/src/time/Time.js
@@ -17,8 +17,8 @@ Phaser.Time = function (game) {
this.game = game;
- this.game.onPause.add(this.gamePaused, this);
- this.game.onResume.add(this.gameResumed, this);
+ // this.game.onPause.add(this.gamePaused, this);
+ // this.game.onResume.add(this.gameResumed, this);
};
@@ -37,7 +37,7 @@ Phaser.Time.prototype = {
* @private
* @type {Number}
*/
- _started: 0;
+ _started: 0,
/**
* The time (in ms) that the last second counter ticked over.
@@ -45,7 +45,7 @@ Phaser.Time.prototype = {
* @private
* @type {Number}
*/
- _timeLastSecond: number = 0;
+ _timeLastSecond: 0,
/**
* The time the game started being paused.