Merge pull request #3696 from hexus/documentation

Phaser.Math Documentation
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Chris Andrew 2018-05-23 18:49:29 +01:00 committed by GitHub
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37 changed files with 349 additions and 293 deletions

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@ -20,7 +20,7 @@ var PluginCache = require('../plugins/PluginCache');
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
* @param {Phaser.Scene} scene - A reference to the Scene that this DataManager belongs to.
*/
var DataManagerPlugin = new Class({
@ -33,7 +33,7 @@ var DataManagerPlugin = new Class({
DataManager.call(this, scene, scene.sys.events);
/**
* [description]
* A reference to the Scene that this DataManager belongs to.
*
* @name Phaser.Data.DataManagerPlugin#scene
* @type {Phaser.Scene}
@ -42,7 +42,7 @@ var DataManagerPlugin = new Class({
this.scene = scene;
/**
* [description]
* A reference to the Scene's Systems.
*
* @name Phaser.Data.DataManagerPlugin#systems
* @type {Phaser.Scenes.Systems}

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@ -5,14 +5,14 @@
*/
/**
* [description]
* Calculate the mean average of the given values.
*
* @function Phaser.Math.Average
* @since 3.0.0
*
* @param {number[]} values - [description]
* @param {number[]} values - The values to average.
*
* @return {number} [description]
* @return {number} The average value.
*/
var Average = function (values)
{

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@ -5,15 +5,15 @@
*/
/**
* [description]
* Compute a random integer between the `min` and `max` values, inclusive.
*
* @function Phaser.Math.Between
* @since 3.0.0
*
* @param {integer} min - [description]
* @param {integer} max - [description]
* @param {integer} min - The minimum value.
* @param {integer} max - The maximum value.
*
* @return {integer} [description]
* @return {integer} The random integer.
*/
var Between = function (min, max)
{

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@ -13,10 +13,10 @@ var Clamp = require('./Clamp');
* @since 3.0.0
*
* @param {float} percent - A value between 0 and 1 representing the percentage.
* @param {number} min - [description]
* @param {number} [max] - [description]
* @param {number} min - The minimum value.
* @param {number} [max] - The maximum value.
*
* @return {number} [description]
* @return {number} The value that is `percent` percent between `min` and `max`.
*/
var FromPercent = function (percent, min, max)
{

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@ -5,7 +5,7 @@
*/
/**
* [description]
* Calculate the speed required to cover a distance in the time given.
*
* @function Phaser.Math.GetSpeed
* @since 3.0.0

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@ -5,14 +5,14 @@
*/
/**
* [description]
* Check if a given value is an even number using a strict type check.
*
* @function Phaser.Math.IsEvenStrict
* @since 3.0.0
*
* @param {number} value - [description]
* @param {number} value - The number to perform the check with.
*
* @return {boolean} [description]
* @return {boolean} Whether the number is even or not.
*/
var IsEvenStrict = function (value)
{

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@ -10,11 +10,11 @@
* @function Phaser.Math.Linear
* @since 3.0.0
*
* @param {number} p0 - The first point
* @param {number} p1 - The second point
* @param {float} t -The percentage between p0 and p1 to return represented as a number between 0 and 1.
* @param {number} p0 - The first point.
* @param {number} p1 - The second point.
* @param {float} t - The percentage between p0 and p1 to return, represented as a number between 0 and 1.
*
* @return {number} The step t% of the way between p0 and p1
* @return {number} The step t% of the way between p0 and p1.
*/
var Linear = function (p0, p1, t)
{

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@ -5,16 +5,16 @@
*/
/**
* [description]
* Add an `amount` to a `value`, limiting the maximum result to `max`.
*
* @function Phaser.Math.MaxAdd
* @since 3.0.0
*
* @param {number} value - [description]
* @param {number} amount - [description]
* @param {number} max - [description]
* @param {number} value - The value to add to.
* @param {number} amount - The amount to add.
* @param {number} max - The maximum value to return.
*
* @return {number} [description]
* @return {number} The resulting value.
*/
var MaxAdd = function (value, amount, max)
{

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@ -5,16 +5,16 @@
*/
/**
* [description]
* Subtract an `amount` from `value`, limiting the minimum result to `min`.
*
* @function Phaser.Math.MinSub
* @since 3.0.0
*
* @param {number} value - [description]
* @param {number} amount - [description]
* @param {number} min - [description]
* @param {number} value - The value to subtract from.
* @param {number} amount - The amount to subtract.
* @param {number} min - The minimum value to return.
*
* @return {number} [description]
* @return {number} The resulting value.
*/
var MinSub = function (value, amount, min)
{

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@ -13,10 +13,10 @@
* @function Phaser.Math.Percent
* @since 3.0.0
*
* @param {number} value - [description]
* @param {number} min - [description]
* @param {number} [max] - [description]
* @param {number} [upperMax] - [description]
* @param {number} value - The value to determine the percentage of.
* @param {number} min - The minimum value.
* @param {number} [max] - The maximum value.
* @param {number} [upperMax] - The mid-way point in the range that represents 100%.
*
* @return {float} A value between 0 and 1 representing the percentage.
*/

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@ -5,15 +5,19 @@
*/
/**
* [description]
* Compute a random unit vector.
*
* Computes random values for the given vector between -1 and 1 that can be used to represent a direction.
*
* Optionally accepts a scale value to scale the resulting vector by.
*
* @function Phaser.Math.RandomXY
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} vector - [description]
* @param {float} scale - [description]
* @param {Phaser.Math.Vector2} vector - The Vector to compute random values for.
* @param {float} [scale=1] - The scale of the random values.
*
* @return {Phaser.Math.Vector2} [description]
* @return {Phaser.Math.Vector2} The given Vector.
*/
var RandomXY = function (vector, scale)
{

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@ -4,17 +4,16 @@
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Position Vector randomly in a spherical area defined by the given radius
/**
* [description]
* Compute a random position vector in a spherical area, optionally defined by the given radius.
*
* @function Phaser.Math.RandomXYZ
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} vec3 - [description]
* @param {number} [radius=1] - [description]
* @param {Phaser.Math.Vector3} vec3 - The Vector to compute random values for.
* @param {number} [radius=1] - The radius.
*
* @return {Phaser.Math.Vector3} [description]
* @return {Phaser.Math.Vector3} The given Vector.
*/
var RandomXYZ = function (vec3, radius)
{
@ -23,7 +22,7 @@ var RandomXYZ = function (vec3, radius)
var r = Math.random() * 2 * Math.PI;
var z = (Math.random() * 2) - 1;
var zScale = Math.sqrt(1 - z * z) * radius;
vec3.x = Math.cos(r) * zScale;
vec3.y = Math.sin(r) * zScale;
vec3.z = z * radius;

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@ -5,21 +5,21 @@
*/
/**
* [description]
* Compute a random four-dimensional vector.
*
* @function Phaser.Math.RandomXYZW
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} vec4 - [description]
* @param {float} [scale=1] - [description]
* @param {Phaser.Math.Vector4} vec4 - The Vector to compute random values for.
* @param {float} [scale=1] - The scale of the random values.
*
* @return {Phaser.Math.Vector4} [description]
* @return {Phaser.Math.Vector4} The given Vector.
*/
var RandomXYZW = function (vec4, scale)
{
if (scale === undefined) { scale = 1; }
// Not spherical; should fix this for more uniform distribution
// TODO: Not spherical; should fix this for more uniform distribution
vec4.x = (Math.random() * 2 - 1) * scale;
vec4.y = (Math.random() * 2 - 1) * scale;
vec4.z = (Math.random() * 2 - 1) * scale;

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@ -5,17 +5,17 @@
*/
/**
* [description]
* Rotate a `point` around `x` and `y` by the given `angle`.
*
* @function Phaser.Math.RotateAround
* @since 3.0.0
*
* @param {(Phaser.Geom.Point|object)} point - [description]
* @param {number} x - [description]
* @param {number} y - [description]
* @param {number} angle - [description]
* @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
* @param {number} x - The horizontal coordinate to rotate around.
* @param {number} y - The vertical coordinate to rotate around.
* @param {number} angle - The angle of rotation in radians.
*
* @return {Phaser.Geom.Point} [description]
* @return {Phaser.Geom.Point} The given point, rotated by the given angle around the given coordinates.
*/
var RotateAround = function (point, x, y, angle)
{

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@ -10,13 +10,13 @@
* @function Phaser.Math.RotateAroundDistance
* @since 3.0.0
*
* @param {(Phaser.Geom.Point|object)} point - The Point to be rotated.
* @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
* @param {number} x - The horizontal coordinate to rotate around.
* @param {number} y - The vertical coordinate to rotate around.
* @param {number} angle - The angle of rotation in radians.
* @param {number} distance - [description]
*
* @return {Phaser.Geom.Point} [description]
* @return {Phaser.Geom.Point} The given point.
*/
var RotateAroundDistance = function (point, x, y, angle, distance)
{

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@ -15,17 +15,17 @@ var tmpVec3 = new Vector3();
/**
* Rotates a vector in place by axis angle.
*
* This is the same as transforming a point by an
* This is the same as transforming a point by an
* axis-angle quaternion, but it has higher precision.
*
* @function Phaser.Math.RotateVec3
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} vec - [description]
* @param {Phaser.Math.Vector3} axis - [description]
* @param {float} radians - [description]
* @param {Phaser.Math.Vector3} vec - The vector to be rotated.
* @param {Phaser.Math.Vector3} axis - The axis to rotate around.
* @param {float} radians - The angle of rotation in radians.
*
* @return {Phaser.Math.Vector3} [description]
* @return {Phaser.Math.Vector3} The given vector.
*/
var RotateVec3 = function (vec, axis, radians)
{

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@ -5,16 +5,16 @@
*/
/**
* [description]
* Round a value to a given decimal place.
*
* @function Phaser.Math.RoundTo
* @since 3.0.0
*
* @param {number} value - [description]
* @param {integer} [place=0] - [description]
* @param {number} value - The value to be rounded.
* @param {integer} [place=0] - The decimal place to round to.
* @param {integer} [base=10] - [description]
*
* @return {number} [description]
* @return {number} The rounded value.
*/
var RoundTo = function (value, place, base)
{

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@ -5,16 +5,18 @@
*/
/**
* [description]
* Smoothly interpolate between two values.
*
* Computes a smooth step interpolation between `min` and `max` by `x`.
*
* @function Phaser.Math.SmoothStep
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} min - [description]
* @param {number} max - [description]
* @param {number} x - The percentage of interpolation, between 0 and 1.
* @param {number} min - The minimum value.
* @param {number} max - The maximum value.
*
* @return {number} [description]
* @return {number} The smoothly interpolated value.
*/
var SmoothStep = function (x, min, max)
{

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@ -5,16 +5,20 @@
*/
/**
* [description]
* Smoothly interpolate between two values.
*
* Computes a smooth step interpolation between `min` and `max` by `x`.
*
* Produces an even smoother interpolation than {@link Phaser.Math.SmoothStep}.
*
* @function Phaser.Math.SmootherStep
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} min - [description]
* @param {number} max - [description]
* @param {number} x - The percentage of interpolation, between 0 and 1.
* @param {number} min - The minimum value.
* @param {number} max - The maximum value.
*
* @return {number} [description]
* @return {number} The smoothly interpolated value.
*/
var SmootherStep = function (x, min, max)
{

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@ -20,7 +20,7 @@ var Vector2 = require('./Vector2');
* @param {number} rotation - Rotation of the transform point, in radians.
* @param {number} scaleX - Horizontal scale of the transform point.
* @param {number} scaleY - Vertical scale of the transform point.
* @param {(Phaser.Math.Vector2|Phaser.Geom.Point|object)} [output] - [description]
* @param {(Phaser.Math.Vector2|Phaser.Geom.Point|object)} [output] - The output vector, point or object for the translated coordinates.
*
* @return {(Phaser.Math.Vector2|Phaser.Geom.Point|object)} The translated point.
*/

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@ -12,14 +12,16 @@ var Class = require('../utils/Class');
/**
* @typedef {object} Vector2Like
*
* @property {number} x - [description]
* @property {number} y - [description]
* @property {number} x - The x component.
* @property {number} y - The y component.
*/
/**
* @classdesc
* A representation of a vector in 2D space.
*
* A two-component vector.
*
* @class Vector2
* @memberOf Phaser.Math
* @constructor
@ -82,7 +84,7 @@ var Vector2 = new Class({
},
/**
* Copy the components of a given vector, into this Vector.
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector2#copy
* @since 3.0.0
@ -118,7 +120,7 @@ var Vector2 = new Class({
},
/**
* Set the x and y components of the this Vector to the given x and y values.
* Set the `x` and `y` components of the this Vector to the given `x` and `y` values.
*
* @method Phaser.Math.Vector2#set
* @since 3.0.0
@ -176,7 +178,9 @@ var Vector2 = new Class({
},
/**
* Check if this Vector is equal to a given Vector.
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict equality check against each Vector's components.
*
* @method Phaser.Math.Vector2#equals
* @since 3.0.0
@ -213,7 +217,7 @@ var Vector2 = new Class({
},
/**
* Add a given Vector to this Vector. Addition is element-wise.
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector2#add
* @since 3.0.0
@ -231,7 +235,7 @@ var Vector2 = new Class({
},
/**
* Subtract the given Vector from this Vector. Subtraction is element-wise.
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector2#subtract
* @since 3.0.0
@ -249,7 +253,9 @@ var Vector2 = new Class({
},
/**
* Perform an element-wise multiplication between this Vector and the given Vector.
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#multiply
* @since 3.0.0
@ -293,7 +299,9 @@ var Vector2 = new Class({
},
/**
* Perform an element-wise division between this Vector and the given Vector. This Vector is divided by the given Vector.
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#divide
* @since 3.0.0
@ -311,7 +319,7 @@ var Vector2 = new Class({
},
/**
* Negate the x and y components of this Vector.
* Negate the `x` and `y` components of this Vector.
*
* @method Phaser.Math.Vector2#negate
* @since 3.0.0
@ -327,14 +335,14 @@ var Vector2 = new Class({
},
/**
* Calculate the distance between this Vector, and the given Vector.
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#distance
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
*
* @return {number} The distance to the given Vector from this Vector.
* @return {number} The distance from this Vector to the given Vector.
*/
distance: function (src)
{
@ -345,14 +353,14 @@ var Vector2 = new Class({
},
/**
* The distance between this Vector, and the given Vector, squared.
* Calculate the distance between this Vector, and the given Vector, squared.
*
* @method Phaser.Math.Vector2#distanceSq
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
*
* @return {number} The distance to this Vector and the given Vector, squared.
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq: function (src)
{
@ -363,7 +371,7 @@ var Vector2 = new Class({
},
/**
* The length (or magnitude) of this Vector.
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector2#length
* @since 3.0.0
@ -395,7 +403,9 @@ var Vector2 = new Class({
},
/**
* Normalise this Vector, that is, make it a unit length vector (magnitude of 1) in the same direction.
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector2#normalize
* @since 3.0.0
@ -411,6 +421,7 @@ var Vector2 = new Class({
if (len > 0)
{
len = 1 / Math.sqrt(len);
this.x = x * len;
this.y = y * len;
}
@ -419,10 +430,7 @@ var Vector2 = new Class({
},
/**
* Right-hand normalize (make unit length) this Vector
*/
/**
* [description]
* Right-hand normalize (make unit length) this Vector.
*
* @method Phaser.Math.Vector2#normalizeRightHand
* @since 3.0.0
@ -440,14 +448,14 @@ var Vector2 = new Class({
},
/**
* Perform a dot product between this Vector and the given Vector
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#dot
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector2 to dot product with this Vector2.
*
* @return {number} The result of the dot product
* @return {number} The dot product of this Vector and the given Vector.
*/
dot: function (src)
{
@ -470,13 +478,15 @@ var Vector2 = new Class({
},
/**
* [description]
* Linearly interpolate between this Vector and the given Vector.
*
* Interpolates this Vector towards the given Vector.
*
* @method Phaser.Math.Vector2#lerp
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - [description]
* @param {number} [t=0] - [description]
* @param {Phaser.Math.Vector2} src - The Vector2 to interpolate towards.
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
@ -494,12 +504,12 @@ var Vector2 = new Class({
},
/**
* [description]
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector2#transformMat3
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} mat - [description]
* @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector2 with.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
@ -516,12 +526,12 @@ var Vector2 = new Class({
},
/**
* [description]
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector2#transformMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - [description]
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector2 with.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/

View file

@ -11,16 +11,18 @@ var Class = require('../utils/Class');
/**
* @classdesc
* [description]
* A representation of a vector in 3D space.
*
* A three-component vector.
*
* @class Vector3
* @memberOf Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number} [x] - [description]
* @param {number} [y] - [description]
* @param {number} [z] - [description]
* @param {number} [x] - The x component of this Vector.
* @param {number} [y] - The y component of this Vector.
* @param {number} [z] - The z component of this Vector.
*/
var Vector3 = new Class({
@ -36,6 +38,7 @@ var Vector3 = new Class({
* @default 0
* @since 3.0.0
*/
this.x = 0;
/**
* The y component of this Vector.
@ -45,6 +48,7 @@ var Vector3 = new Class({
* @default 0
* @since 3.0.0
*/
this.y = 0;
/**
* The z component of this Vector.
@ -54,6 +58,7 @@ var Vector3 = new Class({
* @default 0
* @since 3.0.0
*/
this.z = 0;
if (typeof x === 'object')
{
@ -70,12 +75,14 @@ var Vector3 = new Class({
},
/**
* [description]
* Set this Vector to point up.
*
* Sets the y component of the vector to 1, and the others to 0.
*
* @method Phaser.Math.Vector3#up
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
up: function ()
{
@ -87,7 +94,7 @@ var Vector3 = new Class({
},
/**
* [description]
* Make a clone of this Vector3.
*
* @method Phaser.Math.Vector3#clone
* @since 3.0.0
@ -108,7 +115,7 @@ var Vector3 = new Class({
* @param {Phaser.Math.Vector3} a - [description]
* @param {Phaser.Math.Vector3} b - [description]
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
crossVectors: function (a, b)
{
@ -127,7 +134,9 @@ var Vector3 = new Class({
},
/**
* [description]
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict equality check against each Vector's components.
*
* @method Phaser.Math.Vector3#equals
* @since 3.0.0
@ -142,14 +151,14 @@ var Vector3 = new Class({
},
/**
* [description]
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector3#copy
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} src - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} src - The Vector to copy the components from.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
copy: function (src)
{
@ -161,16 +170,16 @@ var Vector3 = new Class({
},
/**
* [description]
* Set the `x`, `y`, and `z` components of this Vector to the given `x`, `y`, and `z` values.
*
* @method Phaser.Math.Vector3#set
* @since 3.0.0
*
* @param {(number|object)} x - [description]
* @param {number} [y] - [description]
* @param {number} [z] - [description]
* @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y and z components.
* @param {number} [y] - The y value to set for this Vector.
* @param {number} [z] - The z value to set for this Vector.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
set: function (x, y, z)
{
@ -191,14 +200,14 @@ var Vector3 = new Class({
},
/**
* [description]
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector3#add
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to add to this Vector.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
add: function (v)
{
@ -210,14 +219,14 @@ var Vector3 = new Class({
},
/**
* [description]
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector3#subtract
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to subtract from this Vector.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
subtract: function (v)
{
@ -229,14 +238,16 @@ var Vector3 = new Class({
},
/**
* [description]
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector3#multiply
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to multiply this Vector by.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
multiply: function (v)
{
@ -248,14 +259,14 @@ var Vector3 = new Class({
},
/**
* [description]
* Scale this Vector by the given value.
*
* @method Phaser.Math.Vector3#scale
* @since 3.0.0
*
* @param {float} scale - [description]
* @param {number} scale - The value to scale this Vector by.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
scale: function (scale)
{
@ -276,14 +287,16 @@ var Vector3 = new Class({
},
/**
* [description]
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector3#divide
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to divide this Vector by.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
divide: function (v)
{
@ -295,12 +308,12 @@ var Vector3 = new Class({
},
/**
* [description]
* Negate the `x`, `y` and `z` components of this Vector.
*
* @method Phaser.Math.Vector3#negate
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
negate: function ()
{
@ -312,14 +325,14 @@ var Vector3 = new Class({
},
/**
* [description]
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector3#distance
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
*
* @return {number} [description]
* @return {number} The distance from this Vector to the given Vector.
*/
distance: function (v)
{
@ -331,14 +344,14 @@ var Vector3 = new Class({
},
/**
* [description]
* Calculate the distance between this Vector, and the given Vector, squared.
*
* @method Phaser.Math.Vector3#distanceSq
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
*
* @return {number} [description]
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq: function (v)
{
@ -350,12 +363,12 @@ var Vector3 = new Class({
},
/**
* [description]
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector3#length
* @since 3.0.0
*
* @return {number} [description]
* @return {number} The length of this Vector.
*/
length: function ()
{
@ -367,12 +380,12 @@ var Vector3 = new Class({
},
/**
* [description]
* Calculate the length of this Vector squared.
*
* @method Phaser.Math.Vector3#lengthSq
* @since 3.0.0
*
* @return {number} [description]
* @return {number} The length of this Vector, squared.
*/
lengthSq: function ()
{
@ -384,14 +397,14 @@ var Vector3 = new Class({
},
/**
* [description]
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector3#normalize
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - [description]
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
normalize: function ()
{
@ -413,12 +426,12 @@ var Vector3 = new Class({
},
/**
* [description]
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector3#dot
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} v - [description]
* @param {Phaser.Math.Vector3} v - The Vector3 to dot product with this Vector3.
*
* @return {number} [description]
*/
@ -435,7 +448,7 @@ var Vector3 = new Class({
*
* @param {Phaser.Math.Vector3} v - [description]
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
cross: function (v)
{
@ -454,15 +467,17 @@ var Vector3 = new Class({
},
/**
* [description]
* Linearly interpolate between this Vector and the given Vector.
*
* Interpolates this Vector towards the given Vector.
*
* @method Phaser.Math.Vector3#lerp
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} v - [description]
* @param {number} [t=0] - [description]
* @param {Phaser.Math.Vector3} v - The Vector3 to interpolate towards.
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
lerp: function (v, t)
{
@ -480,14 +495,14 @@ var Vector3 = new Class({
},
/**
* [description]
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector3#transformMat3
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} mat - [description]
* @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformMat3: function (mat)
{
@ -504,14 +519,14 @@ var Vector3 = new Class({
},
/**
* [description]
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector3#transformMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - [description]
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformMat4: function (mat)
{
@ -533,9 +548,9 @@ var Vector3 = new Class({
* @method Phaser.Math.Vector3#transformCoordinates
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - [description]
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformCoordinates: function (mat)
{
@ -557,14 +572,14 @@ var Vector3 = new Class({
},
/**
* [description]
* Transform this Vector with the given Quaternion.
*
* @method Phaser.Math.Vector3#transformQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - [description]
* @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformQuat: function (q)
{
@ -598,9 +613,9 @@ var Vector3 = new Class({
* @method Phaser.Math.Vector3#project
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - [description]
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to multiply this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
project: function (mat)
{
@ -651,7 +666,7 @@ var Vector3 = new Class({
* @param {Phaser.Math.Vector4} viewport - Screen x, y, width and height in pixels.
* @param {Phaser.Math.Matrix4} invProjectionView - Combined projection and view matrix.
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
unproject: function (viewport, invProjectionView)
{
@ -672,12 +687,12 @@ var Vector3 = new Class({
},
/**
* [description]
* Make this Vector the zero vector (0, 0, 0).
*
* @method Phaser.Math.Vector3#reset
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} This Vector3 object.
* @return {Phaser.Math.Vector3} This Vector3.
*/
reset: function ()
{

View file

@ -11,17 +11,19 @@ var Class = require('../utils/Class');
/**
* @classdesc
* [description]
* A representation of a vector in 4D space.
*
* A four-component vector.
*
* @class Vector4
* @memberOf Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number} [x] - [description]
* @param {number} [y] - [description]
* @param {number} [z] - [description]
* @param {number} [w] - [description]
* @param {number} [x] - The x component of this Vector.
* @param {number} [y] - The y component of this Vector.
* @param {number} [z] - The z component of this Vector.
* @param {number} [w] - The w component of this Vector.
*/
var Vector4 = new Class({
@ -37,6 +39,7 @@ var Vector4 = new Class({
* @default 0
* @since 3.0.0
*/
this.x = 0;
/**
* The y component of this Vector.
@ -46,6 +49,7 @@ var Vector4 = new Class({
* @default 0
* @since 3.0.0
*/
this.y = 0;
/**
* The z component of this Vector.
@ -55,6 +59,7 @@ var Vector4 = new Class({
* @default 0
* @since 3.0.0
*/
this.z = 0;
/**
* The w component of this Vector.
@ -64,6 +69,7 @@ var Vector4 = new Class({
* @default 0
* @since 3.0.0
*/
this.w = 0;
if (typeof x === 'object')
{
@ -82,12 +88,12 @@ var Vector4 = new Class({
},
/**
* [description]
* Make a clone of this Vector4.
*
* @method Phaser.Math.Vector4#clone
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} [description]
* @return {Phaser.Math.Vector4} A clone of this Vector4.
*/
clone: function ()
{
@ -95,14 +101,14 @@ var Vector4 = new Class({
},
/**
* [description]
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector4#copy
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} src - [description]
* @param {Phaser.Math.Vector4} src - The Vector to copy the components from.
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
copy: function (src)
{
@ -115,7 +121,9 @@ var Vector4 = new Class({
},
/**
* [description]
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict quality check against each Vector's components.
*
* @method Phaser.Math.Vector4#equals
* @since 3.0.0
@ -130,17 +138,17 @@ var Vector4 = new Class({
},
/**
* [description]
* Set the `x`, `y`, `z` and `w` components of the this Vector to the given `x`, `y`, `z` and `w` values.
*
* @method Phaser.Math.Vector4#set
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
* @param {number} z - [description]
* @param {number} w - [description]
* @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y, z and w components.
* @param {number} y - The y value to set for this Vector.
* @param {number} z - The z value to set for this Vector.
* @param {number} w - The z value to set for this Vector.
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
set: function (x, y, z, w)
{
@ -163,14 +171,14 @@ var Vector4 = new Class({
},
/**
* [description]
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector4#add
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to add to this Vector.
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
add: function (v)
{
@ -183,14 +191,14 @@ var Vector4 = new Class({
},
/**
* [description]
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector4#subtract
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to subtract from this Vector.
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
subtract: function (v)
{
@ -203,14 +211,14 @@ var Vector4 = new Class({
},
/**
* [description]
* Scale this Vector by the given value.
*
* @method Phaser.Math.Vector4#scale
* @since 3.0.0
*
* @param {number} scale - [description]
* @param {number} scale - The value to scale this Vector by.
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
scale: function (scale)
{
@ -223,12 +231,12 @@ var Vector4 = new Class({
},
/**
* [description]
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector4#length
* @since 3.0.0
*
* @return {number} [description]
* @return {number} The length of this Vector.
*/
length: function ()
{
@ -241,12 +249,12 @@ var Vector4 = new Class({
},
/**
* [description]
* Calculate the length of this Vector squared.
*
* @method Phaser.Math.Vector4#lengthSq
* @since 3.0.0
*
* @return {number} [description]
* @return {number} The length of this Vector, squared.
*/
lengthSq: function ()
{
@ -259,12 +267,14 @@ var Vector4 = new Class({
},
/**
* [description]
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector4#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
normalize: function ()
{
@ -288,14 +298,14 @@ var Vector4 = new Class({
},
/**
* [description]
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector4#dot
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} v - [description]
* @param {Phaser.Math.Vector4} v - The Vector4 to dot product with this Vector4.
*
* @return {number} [description]
* @return {number} The dot product of this Vector and the given Vector.
*/
dot: function (v)
{
@ -303,15 +313,17 @@ var Vector4 = new Class({
},
/**
* [description]
* Linearly interpolate between this Vector and the given Vector.
*
* Interpolates this Vector towards the given Vector.
*
* @method Phaser.Math.Vector4#lerp
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} v - [description]
* @param {number} [t=0] - [description]
* @param {Phaser.Math.Vector4} v - The Vector4 to interpolate towards.
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
lerp: function (v, t)
{
@ -331,14 +343,16 @@ var Vector4 = new Class({
},
/**
* [description]
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector4#multiply
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to multiply this Vector by.
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
multiply: function (v)
{
@ -351,14 +365,16 @@ var Vector4 = new Class({
},
/**
* [description]
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector4#divide
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to divide this Vector by.
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
divide: function (v)
{
@ -371,14 +387,14 @@ var Vector4 = new Class({
},
/**
* [description]
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector4#distance
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
*
* @return {number} [description]
* @return {number} The distance from this Vector to the given Vector.
*/
distance: function (v)
{
@ -391,14 +407,14 @@ var Vector4 = new Class({
},
/**
* [description]
* Calculate the distance between this Vector, and the given Vector, squared.
*
* @method Phaser.Math.Vector4#distanceSq
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to calculate the distance to.
*
* @return {number} [description]
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq: function (v)
{
@ -411,12 +427,12 @@ var Vector4 = new Class({
},
/**
* [description]
* Negate the `x`, `y`, `z` and `w` components of this Vector.
*
* @method Phaser.Math.Vector4#negate
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
negate: function ()
{
@ -429,14 +445,14 @@ var Vector4 = new Class({
},
/**
* [description]
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector4#transformMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - [description]
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector4 with.
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
transformMat4: function (mat)
{
@ -454,21 +470,20 @@ var Vector4 = new Class({
return this;
},
// TODO: is this really the same as Vector3?
// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
/**
* [description]
* Transform this Vector with the given Quaternion.
*
* @method Phaser.Math.Vector4#transformQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - [description]
* @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with.
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
transformQuat: function (q)
{
// TODO: is this really the same as Vector3?
// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
var x = this.x;
var y = this.y;
@ -493,12 +508,12 @@ var Vector4 = new Class({
},
/**
* [description]
* Make this Vector the zero vector (0, 0, 0, 0).
*
* @method Phaser.Math.Vector4#reset
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} This Vector4 object.
* @return {Phaser.Math.Vector4} This Vector4.
*/
reset: function ()
{

View file

@ -5,16 +5,16 @@
*/
/**
* [description]
* Wrap the given `value` between `min` and `max.
*
* @function Phaser.Math.Wrap
* @since 3.0.0
*
* @param {number} value - [description]
* @param {number} min - [description]
* @param {number} max - [description]
* @param {number} value - The value to wrap.
* @param {number} min - The minimum value.
* @param {number} max - The maximum value.
*
* @return {number} [description]
* @return {number} The wrapped value.
*/
var Wrap = function (value, min, max)
{

View file

@ -5,17 +5,19 @@
*/
/**
* [description]
* Calculate the angle between two sets of coordinates (points).
*
* Calculates the angle of the vector from the first point to the second point.
*
* @function Phaser.Math.Angle.Between
* @since 3.0.0
*
* @param {number} x1 - [description]
* @param {number} y1 - [description]
* @param {number} x2 - [description]
* @param {number} y2 - [description]
* @param {number} x1 - The x coordinate of the first point.
* @param {number} y1 - The y coordinate of the first point.
* @param {number} x2 - The x coordinate of the second point.
* @param {number} y2 - The y coordinate of the second point.
*
* @return {number} [description]
* @return {number} The angle in radians.
*/
var Between = function (x1, y1, x2, y2)
{

View file

@ -5,15 +5,17 @@
*/
/**
* [description]
* Calculate the angle between two points.
*
* Calculates the angle of the vector from the first point to the second point.
*
* @function Phaser.Math.Angle.BetweenPoints
* @since 3.0.0
*
* @param {(Phaser.Geom.Point|object)} point1 - [description]
* @param {(Phaser.Geom.Point|object)} point2 - [description]
* @param {(Phaser.Geom.Point|object)} point1 - The first point.
* @param {(Phaser.Geom.Point|object)} point2 - The second point.
*
* @return {number} [description]
* @return {number} The angle in radians.
*/
var BetweenPoints = function (point1, point2)
{

View file

@ -10,10 +10,10 @@
* @function Phaser.Math.Angle.BetweenPointsY
* @since 3.0.0
*
* @param {(Phaser.Geom.Point|object)} point1 - [description]
* @param {(Phaser.Geom.Point|object)} point2 - [description]
* @param {(Phaser.Geom.Point|object)} point1 - The first point.
* @param {(Phaser.Geom.Point|object)} point2 - The second point.
*
* @return {number} [description]
* @return {number} The angle in radians.
*/
var BetweenPointsY = function (point1, point2)
{

View file

@ -10,12 +10,12 @@
* @function Phaser.Math.Angle.BetweenY
* @since 3.0.0
*
* @param {number} x1 - [description]
* @param {number} y1 - [description]
* @param {number} x2 - [description]
* @param {number} y2 - [description]
* @param {number} x1 - The x coordinate of the first point.
* @param {number} y1 - The y coordinate of the first point.
* @param {number} x2 - The x coordinate of the second point.
* @param {number} y2 - The y coordinate of the second point.
*
* @return {number} [description]
* @return {number} The angle in radians.
*/
var BetweenY = function (x1, y1, x2, y2)
{

View file

@ -5,14 +5,16 @@
*/
/**
* [description]
* Normalize the given angle.
*
* [description] TODO: Needs elaborating
*
* @function Phaser.Math.Angle.Normalize
* @since 3.0.0
*
* @param {number} angle - [description]
* @param {number} angle - The angle to normalize, in radians.
*
* @return {number} [description]
* @return {number} The normalized angle, in radians.
*/
var Normalize = function (angle)
{

View file

@ -7,14 +7,14 @@
var Normalize = require('./Normalize');
/**
* [description]
* Reverse the given angle.
*
* @function Phaser.Math.Angle.Reverse
* @since 3.0.0
*
* @param {number} angle - [description]
* @param {number} angle - The angle to reverse, in radians.
*
* @return {number} [description]
* @return {number} The reversed angle, in radians.
*/
var Reverse = function (angle)
{

View file

@ -6,6 +6,7 @@
/**
* Gets the shortest angle between `angle1` and `angle2`.
*
* Both angles must be in the range -180 to 180, which is the same clamped
* range that `sprite.angle` uses, so you can pass in two sprite angles to
* this method and get the shortest angle back between the two of them.
@ -14,6 +15,8 @@
* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
* a clockwise rotation.
*
* TODO: Wrap the angles in this function?
*
* @function Phaser.Math.Angle.ShortestBetween
* @since 3.0.0
*

View file

@ -7,14 +7,16 @@
var MathWrap = require('../Wrap');
/**
* [description]
* Wrap an angle.
*
* Wraps the angle to a value in the range of -PI to PI.
*
* @function Phaser.Math.Angle.Wrap
* @since 3.0.0
*
* @param {number} angle - [description]
* @param {number} angle - The angle to wrap, in radians.
*
* @return {number} [description]
* @return {number} The wrapped angle, in radians.
*/
var Wrap = function (angle)
{

View file

@ -7,14 +7,16 @@
var Wrap = require('../Wrap');
/**
* [description]
* Wrap an angle in degrees.
*
* Wraps the angle to a value in the range of -180 to 180.
*
* @function Phaser.Math.Angle.WrapDegrees
* @since 3.0.0
*
* @param {number} angle - [description]
* @param {number} angle - The angle to wrap, in degrees.
*
* @return {number} [description]
* @return {number} The wrapped angle, in degrees.
*/
var WrapDegrees = function (angle)
{

View file

@ -14,7 +14,7 @@ var Linear = require('../Linear');
* @see https://en.wikipedia.org/wiki/Linear_interpolation
*
* @param {number[]} v - The input array of values to interpolate between.
* @param {!number} k - The percentage of interploation, between 0 and 1.
* @param {!number} k - The percentage of interpolation, between 0 and 1.
*
* @return {!number} The interpolated value.
*/

View file

@ -6,23 +6,17 @@
var Class = require('../utils/Class');
// A Scene Level Plugin is installed into every Scene and belongs to that Scene.
// It can listen for Scene events and respond to them.
// It can map itself to a Scene property, or into the Scene Systems, or both.
//
// A Global Plugin is installed just once into the Game owned Plugin Manager.
// It can listen for Game events and respond to them.
/**
* @classdesc
* [description]
* A Global Plugin is installed just once into the Game owned Plugin Manager.
* It can listen for Game events and respond to them.
*
* @class BasePlugin
* @memberOf Phaser.Plugins
* @constructor
* @since 3.8.0
*
* @param {Phaser.Game} game - [description]
* @param {Phaser.Game} game - A reference to the Game instance this plugin is running under.
*/
var BasePlugin = new Class({
@ -33,7 +27,7 @@ var BasePlugin = new Class({
/**
* A handy reference to the Plugin Manager that is responsible for this plugin.
* Can be used as a route to gain access to game systems and events.
*
*
* @name Phaser.Plugins.BasePlugin#pluginManager
* @type {Phaser.Plugins.PluginManager}
* @protected

View file

@ -19,7 +19,7 @@ var Class = require('../utils/Class');
* @constructor
* @since 3.8.0
*
* @param {Phaser.Game} game - [description]
* @param {Phaser.Game} game - A reference to the Scene that has installed this plugin.
*/
var ScenePlugin = new Class({

View file

@ -13,10 +13,10 @@ var NOOP = require('../utils/NOOP');
/**
* @callback EachActiveSoundCallback
*
* @param {Phaser.Sound.BaseSoundManager} manager - [description]
* @param {Phaser.Sound.BaseSound} sound - [description]
* @param {number} index - [description]
* @param {Phaser.Sound.BaseSound[]} sounds - [description]
* @param {Phaser.Sound.BaseSoundManager} manager - The SoundManager
* @param {Phaser.Sound.BaseSound} sound - The current active Sound
* @param {number} index - The index of the current active Sound
* @param {Phaser.Sound.BaseSound[]} sounds - All sounds
*/
/**
@ -527,7 +527,7 @@ var BaseSoundManager = new Class({
* @private
* @since 3.0.0
*
* @param {EachActiveSoundCallback} callback - Callback function. (sound: ISound, index: number, array: ISound[]) => void
* @param {EachActiveSoundCallback} callback - Callback function. (manager: Phaser.Sound.BaseSoundManager, sound: Phaser.Sound.BaseSound, index: number, sounds: Phaser.Manager.BaseSound[]) => void
* @param {*} [scope] - Callback context.
*/
forEachActiveSound: function (callback, scope)