mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 15:14:47 +00:00
Circle and Math converted
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parent
09def364c3
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6 changed files with 1358 additions and 5 deletions
45
examples/circle.html
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45
examples/circle.html
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@ -0,0 +1,45 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a(nother) new beginning</title>
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<script src="../src/Phaser.js"></script>
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<script src="../src/system/Device.js"></script>
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<script src="../src/core/SignalBinding.js"></script>
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<script src="../src/core/Signal.js"></script>
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<script src="../src/math/RandomDataGenerator.js"></script>
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<script src="../src/math/Math.js"></script>
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<script src="../src/geom/Circle.js"></script>
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<script src="../src/net/Net.js"></script>
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<script src="../src/time/Time.js"></script>
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<script src="../src/animation/Animation.js"></script>
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<script src="../src/animation/Frame.js"></script>
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<script src="../src/animation/FrameData.js"></script>
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<script src="../src/animation/Parser.js"></script>
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<script src="../src/loader/Cache.js"></script>
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<script src="../src/loader/Loader.js"></script>
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<script src="../src/Game.js"></script>
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</head>
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<body>
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<script type="text/javascript">
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var game = new Phaser.Game(this, '', 800, 600);
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var c = new Phaser.Circle(100, 100, 32);
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console.log(c.toString());
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var p = { x: 0, y: 0 };
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Phaser.Circle.circumferencePoint(c, 45, true, p);
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console.log('Circumference Point', p);
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c.radius = 200;
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console.log(c.toString());
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</script>
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</body>
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</html>
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42
examples/math sincos.html
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42
examples/math sincos.html
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@ -0,0 +1,42 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a(nother) new beginning</title>
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<script src="../src/Phaser.js"></script>
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<script src="../src/system/Device.js"></script>
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<script src="../src/core/SignalBinding.js"></script>
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<script src="../src/core/Signal.js"></script>
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<script src="../src/math/RandomDataGenerator.js"></script>
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<script src="../src/math/Math.js"></script>
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<script src="../src/geom/Circle.js"></script>
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<script src="../src/net/Net.js"></script>
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<script src="../src/time/Time.js"></script>
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<script src="../src/animation/Animation.js"></script>
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<script src="../src/animation/Frame.js"></script>
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<script src="../src/animation/FrameData.js"></script>
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<script src="../src/animation/Parser.js"></script>
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<script src="../src/loader/Cache.js"></script>
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<script src="../src/loader/Loader.js"></script>
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<script src="../src/Game.js"></script>
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</head>
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<body>
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<script type="text/javascript">
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var game = new Phaser.Game(this, '', 800, 600);
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var data = Phaser.Math.sinCosGenerator(10);
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console.log('Sin', data.sin);
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console.log('Cos', data.cos);
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console.log('Shift value 1', Phaser.Math.shift(data.sin));
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console.log('Shift value 2', Phaser.Math.shift(data.sin));
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console.log('Shift value 3', Phaser.Math.shift(data.sin));
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console.log('Sin', data.sin);
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</script>
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</body>
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</html>
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@ -6,8 +6,10 @@
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<script src="../src/system/Device.js"></script>
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<script src="../src/core/SignalBinding.js"></script>
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<script src="../src/core/Signal.js"></script>
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<script src="../src/net/Net.js"></script>
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<script src="../src/math/RandomDataGenerator.js"></script>
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<script src="../src/math/Math.js"></script>
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<script src="../src/geom/Circle.js"></script>
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<script src="../src/net/Net.js"></script>
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<script src="../src/time/Time.js"></script>
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<script src="../src/animation/Animation.js"></script>
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<script src="../src/animation/Frame.js"></script>
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@ -23,7 +25,16 @@
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var game = new Phaser.Game(this, '', 800, 600);
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var data = Phaser.Math.sinCosGenerator(10);
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console.log('Sin', data.sin);
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console.log('Cos', data.cos);
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console.log('Shift value 1', Phaser.Math.shift(data.sin));
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console.log('Shift value 2', Phaser.Math.shift(data.sin));
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console.log('Shift value 3', Phaser.Math.shift(data.sin));
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console.log('Sin', data.sin);
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</script>
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489
src/geom/Circle.js
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489
src/geom/Circle.js
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/**
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* Phaser - Circle
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*
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* Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter. If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created.
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* @class Circle
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* @constructor
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* @param {Number} [x] The x coordinate of the center of the circle.
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* @param {Number} [y] The y coordinate of the center of the circle.
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* @param {Number} [diameter] The diameter of the circle.
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* @return {Circle} This circle object
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**/
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Phaser.Circle = function (x, y, diameter) {
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if (typeof x === "undefined") { x = 0; }
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if (typeof y === "undefined") { y = 0; }
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if (typeof diameter === "undefined") { diameter = 0; }
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this._diameter = 0;
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this._radius = 0;
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/**
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* The x coordinate of the center of the circle
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* @property x
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* @type Number
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**/
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this.x = 0;
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/**
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* The y coordinate of the center of the circle
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* @property y
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* @type Number
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**/
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this.y = 0;
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this.setTo(x, y, diameter);
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};
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Phaser.Circle.prototype = {
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/**
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* The circumference of the circle.
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* @method circumference
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* @return {Number}
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**/
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circumference: function () {
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return 2 * (Math.PI * this._radius);
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},
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/**
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* Sets the members of Circle to the specified values.
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* @method setTo
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* @param {Number} x The x coordinate of the center of the circle.
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* @param {Number} y The y coordinate of the center of the circle.
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* @param {Number} diameter The diameter of the circle in pixels.
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* @return {Circle} This circle object
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**/
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setTo: function (x, y, diameter) {
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this.x = x;
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this.y = y;
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this._diameter = diameter;
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this._radius = diameter * 0.5;
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return this;
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},
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/**
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* Copies the x, y and diameter properties from any given object to this Circle.
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* @method copyFrom
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* @param {any} source - The object to copy from.
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* @return {Circle} This Circle object.
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**/
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copyFrom: function (source) {
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return this.setTo(source.x, source.y, source.diameter);
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},
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/**
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* Copies the x, y and diameter properties from this Circle to any given object.
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* @method copyTo
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* @param {any} dest - The object to copy to.
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* @return {Object} This dest object.
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**/
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copyTo: function(dest) {
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dest[x] = this.x;
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dest[y] = this.y;
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dest[diameter] = this._diameter;
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return dest;
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},
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/**
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* Returns the distance from the center of the Circle object to the given object
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* (can be Circle, Point or anything with x/y properties)
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* @method distance
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* @param {object} dest The target object. Must have visible x and y properties that represent the center of the object.
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* @param {bool} [optional] round Round the distance to the nearest integer (default false)
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* @return {Number} The distance between this Point object and the destination Point object.
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*/
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distance: function () {
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},
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/**
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* Returns a new Circle object with the same values for the x, y, width, and height properties as this Circle object.
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* @method clone
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* @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.
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* @return {Phaser.Circle} The cloned Circle object.
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*/
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clone: function(out) {
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if (typeof out === "undefined") { out = new Phaser.Circle(); }
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return out.setTo(a.x, a.y, a.diameter);
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},
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/**
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* Return true if the given x/y coordinates are within this Circle object.
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* @method contains
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* @param {Number} x The X value of the coordinate to test.
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* @param {Number} y The Y value of the coordinate to test.
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* @return {bool} True if the coordinates are within this circle, otherwise false.
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*/
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contains: function (x, y) {
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return Phaser.Circle.contains(this, x, y);
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},
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/**
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* Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.
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* @method circumferencePoint
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* @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from.
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* @param {bool} asDegrees Is the given angle in radians (false) or degrees (true)?
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* @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.
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* @return {Phaser.Point} The Point object holding the result.
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*/
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circumferencePoint: function (angle, asDegrees, out) {
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return Phaser.Circle.circumferencePoint(this, angle, asDegrees, out);
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},
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/**
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* Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts.
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* @method offset
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* @param {Number} dx Moves the x value of the Circle object by this amount.
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* @param {Number} dy Moves the y value of the Circle object by this amount.
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* @return {Circle} This Circle object.
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**/
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offset: function (dx, dy) {
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this.x += dx;
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this.y += dy;
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return this;
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},
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/**
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* Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter.
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* @method offsetPoint
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* @param {Point} point A Point object to use to offset this Circle object (or any valid object with exposed x and y properties).
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* @return {Circle} This Circle object.
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**/
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offsetPoint: function (point) {
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return this.offset(point.x, point.y);
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},
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/**
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* Returns a string representation of this object.
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* @method toString
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* @return {string} a string representation of the instance.
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**/
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toString: function () {
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return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]";
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}
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};
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// Getters / Setters
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Object.defineProperty(Phaser.Circle.prototype, "diameter", {
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/**
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* The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2.
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* @method diameter
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* @return {Number}
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**/
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get: function () {
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return this._diameter;
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},
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/**
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* The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2.
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* @method diameter
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* @param {Number} The diameter of the circle.
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**/
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set: function (value) {
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if(value > 0) {
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this._diameter = value;
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this._radius = value * 0.5;
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Phaser.Circle.prototype, "radius", {
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/**
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* 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.
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* @method radius
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* @return {Number}
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**/
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get: function () {
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return this._radius;
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},
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/**
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* 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.
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* @method radius
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* @param {Number} The radius of the circle.
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**/
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set: function (value) {
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if(value > 0) {
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this._radius = value;
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this._diameter = value * 2;
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Phaser.Circle.prototype, "left", {
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/**
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* The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
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* @method left
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* @return {Number} The x coordinate of the leftmost point of the circle.
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**/
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get: function () {
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return this.x - this._radius;
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},
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/**
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* The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
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* @method left
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* @param {Number} The value to adjust the position of the leftmost point of the circle by.
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**/
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set: function (value) {
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if(value > this.x) {
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this._radius = 0;
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this._diameter = 0;
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} else {
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this.radius = this.x - value;
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Phaser.Circle.prototype, "right", {
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/**
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* The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
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* @method right
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* @return {Number}
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**/
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get: function () {
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return this.x + this._radius;
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},
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/**
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* The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
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* @method right
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* @param {Number} The amount to adjust the diameter of the circle by.
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**/
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set: function (value) {
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if(value < this.x) {
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this._radius = 0;
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this._diameter = 0;
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} else {
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this.radius = value - this.x;
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Phaser.Circle.prototype, "top", {
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/**
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* The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter.
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* @method bottom
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* @return {Number}
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**/
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get: function () {
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return this.y - this._radius;
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},
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/**
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* The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter.
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* @method bottom
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* @param {Number} The amount to adjust the height of the circle by.
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**/
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set: function (value) {
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if(value > this.y) {
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this._radius = 0;
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this._diameter = 0;
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||||
} else {
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||||
this.radius = this.y - value;
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||||
}
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||||
},
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||||
enumerable: true,
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||||
configurable: true
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||||
});
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Object.defineProperty(Phaser.Circle.prototype, "bottom", {
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/**
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* The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter.
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* @method bottom
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* @return {Number}
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**/
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get: function () {
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return this.y + this._radius;
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},
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||||
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||||
/**
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* The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter.
|
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* @method bottom
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* @param {Number} The value to adjust the height of the circle by.
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**/
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set: function (value) {
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if (value < this.y) {
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this._radius = 0;
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||||
this._diameter = 0;
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||||
} else {
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||||
this.radius = value - this.y;
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||||
}
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||||
},
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||||
enumerable: true,
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||||
configurable: true
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||||
});
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||||
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||||
Object.defineProperty(Phaser.Circle.prototype, "area", {
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||||
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/**
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* Gets the area of this Circle.
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||||
* @method area
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||||
* @return {Number} This area of this circle.
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**/
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||||
get: function () {
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||||
if(this._radius > 0) {
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||||
return Math.PI * this._radius * this._radius;
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||||
} else {
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||||
return 0;
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||||
}
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||||
},
|
||||
enumerable: true,
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||||
configurable: true
|
||||
});
|
||||
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||||
Object.defineProperty(Phaser.Circle.prototype, "empty", {
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||||
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||||
/**
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||||
* Determines whether or not this Circle object is empty.
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||||
* @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;
|
||||
|
||||
};
|
766
src/math/Math.js
Normal file
766
src/math/Math.js
Normal file
|
@ -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
|
||||
* <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;
|
||||
|
||||
};
|
||||
|
||||
}()
|
||||
|
||||
};
|
|
@ -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.
|
||||
|
|
Loading…
Reference in a new issue