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Add worldAngleToPointer
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@ -1698,4 +1698,21 @@ Phaser.Physics.Arcade.prototype = {
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}
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/**
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* Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account relative to the world.
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*
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* @method Phaser.Physics.Arcade#worldAngleToPointer
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* @param {any} displayObject - The DisplayObjerct to test from.
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* @param {Phaser.Pointer} [pointer] - The Phaser.Pointer to test to. If none is given then Input.activePointer is used.
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* @return {number} The angle in radians between displayObject.x/y to Pointer.x/y
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*/
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worldAngleToPointer: function (displayObject, pointer) {
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pointer = pointer || game.input.activePointer;
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var dx = pointer.worldX - displayObject.world.x;
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var dy = pointer.worldY - displayObject.world.y;
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return Math.atan2(dy, dx);
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}
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};
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