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Fixes to math library
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1 changed files with 36 additions and 12 deletions
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@ -244,8 +244,8 @@ Phaser.Math = {
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if (typeof radians === "undefined") { radians = true; }
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var rd = (radians) ? GameMath.PI : 180;
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return this.wrap(angle, rd, -rd);
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var rd = (radians) ? Math.PI : 180;
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return this.wrap(angle, -rd, rd);
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},
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@ -257,7 +257,7 @@ Phaser.Math = {
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if (typeof radians === "undefined") { radians = true; }
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var rd = (radians) ? GameMath.PI : 180;
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var rd = (radians) ? Math.PI : 180;
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a1 = this.normalizeAngle(a1, radians);
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a2 = this.normalizeAngle(a2, radians);
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@ -387,15 +387,39 @@ Phaser.Math = {
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},
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/**
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* Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
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* <p>Values must be positive integers, and are passed through Math.abs</p>
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*
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* @param value The value to add the amount to
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* @param amount The amount to add to the value
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* @param max The maximum the value is allowed to be
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* @return The wrapped value
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*/
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/**
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* Ensures that the value always stays between min and max, by wrapping the value around.
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* <p>max should be larger than min, or the function will return 0</p>
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*
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* @param value The value to wrap
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* @param min The minimum the value is allowed to be
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* @param max The maximum the value is allowed to be
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* @return The wrapped value
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*/
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wrap: function (value, min, max) {
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var range = max - min;
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if (range <= 0)
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{
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return 0;
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}
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var result = (value - min) % range;
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if (result < 0)
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{
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result += range;
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}
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return result + min;
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},
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/**
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* Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
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* <p>Values must be positive integers, and are passed through Math.abs</p>
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*
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* @param value The value to add the amount to
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* @param amount The amount to add to the value
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* @param max The maximum the value is allowed to be
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* @return The wrapped value
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*/
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wrapValue: function (value, amount, max) {
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var diff;
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