Circle and Math converted

This commit is contained in:
Richard Davey 2013-08-28 15:27:22 +01:00
parent 09def364c3
commit 0f58945212
6 changed files with 1358 additions and 5 deletions

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examples/circle.html Normal file
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<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a(nother) new beginning</title>
<script src="../src/Phaser.js"></script>
<script src="../src/system/Device.js"></script>
<script src="../src/core/SignalBinding.js"></script>
<script src="../src/core/Signal.js"></script>
<script src="../src/math/RandomDataGenerator.js"></script>
<script src="../src/math/Math.js"></script>
<script src="../src/geom/Circle.js"></script>
<script src="../src/net/Net.js"></script>
<script src="../src/time/Time.js"></script>
<script src="../src/animation/Animation.js"></script>
<script src="../src/animation/Frame.js"></script>
<script src="../src/animation/FrameData.js"></script>
<script src="../src/animation/Parser.js"></script>
<script src="../src/loader/Cache.js"></script>
<script src="../src/loader/Loader.js"></script>
<script src="../src/Game.js"></script>
</head>
<body>
<script type="text/javascript">
var game = new Phaser.Game(this, '', 800, 600);
var c = new Phaser.Circle(100, 100, 32);
console.log(c.toString());
var p = { x: 0, y: 0 };
Phaser.Circle.circumferencePoint(c, 45, true, p);
console.log('Circumference Point', p);
c.radius = 200;
console.log(c.toString());
</script>
</body>
</html>

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examples/math sincos.html Normal file
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<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a(nother) new beginning</title>
<script src="../src/Phaser.js"></script>
<script src="../src/system/Device.js"></script>
<script src="../src/core/SignalBinding.js"></script>
<script src="../src/core/Signal.js"></script>
<script src="../src/math/RandomDataGenerator.js"></script>
<script src="../src/math/Math.js"></script>
<script src="../src/geom/Circle.js"></script>
<script src="../src/net/Net.js"></script>
<script src="../src/time/Time.js"></script>
<script src="../src/animation/Animation.js"></script>
<script src="../src/animation/Frame.js"></script>
<script src="../src/animation/FrameData.js"></script>
<script src="../src/animation/Parser.js"></script>
<script src="../src/loader/Cache.js"></script>
<script src="../src/loader/Loader.js"></script>
<script src="../src/Game.js"></script>
</head>
<body>
<script type="text/javascript">
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);
</script>
</body>
</html>

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@ -6,8 +6,10 @@
<script src="../src/system/Device.js"></script>
<script src="../src/core/SignalBinding.js"></script>
<script src="../src/core/Signal.js"></script>
<script src="../src/net/Net.js"></script>
<script src="../src/math/RandomDataGenerator.js"></script>
<script src="../src/math/Math.js"></script>
<script src="../src/geom/Circle.js"></script>
<script src="../src/net/Net.js"></script>
<script src="../src/time/Time.js"></script>
<script src="../src/animation/Animation.js"></script>
<script src="../src/animation/Frame.js"></script>
@ -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);
</script>

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src/geom/Circle.js Normal file
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/**
* 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;
};

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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
* <p>
* 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.
* </p>
* @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.
* <p>Values must be positive integers, and are passed through Math.abs</p>
*
* @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<br>
* 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
* <p>
* 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.
* </p>
* @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 <a, b>
*/
clamp: function ( x, a, b ) {
return ( x < a ) ? a : ( ( x > b ) ? b : x );
},
// Clamp value to range <a, inf)
clampBottom: function ( x, a ) {
return x < a ? a : x;
},
// Linear mapping from range <a1, a2> to range <b1, b2>
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;
};
}()
};

View file

@ -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.