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https://github.com/photonstorm/phaser
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Docs updates.
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1 changed files with 87 additions and 41 deletions
128
src/math/Math.js
128
src/math/Math.js
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@ -147,7 +147,9 @@ Phaser.Math = {
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* @return {number} n mod 1
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*/
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shear: function (n) {
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return n % 1;
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},
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/**
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@ -158,8 +160,8 @@ Phaser.Math = {
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* @method Phaser.Math#snapTo
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* @param {number} input - The value to snap.
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* @param {number} gap - The interval gap of the grid.
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* @param {number} [start] - Optional starting offset for gap.
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* @return {number}
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* @param {number} [start=0] - Optional starting offset for gap.
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* @return {number} The snapped value.
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*/
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snapTo: function (input, gap, start) {
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@ -185,8 +187,8 @@ Phaser.Math = {
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* @method Phaser.Math#snapToFloor
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* @param {number} input - The value to snap.
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* @param {number} gap - The interval gap of the grid.
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* @param {number} [start] - Optional starting offset for gap.
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* @return {number}
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* @param {number} [start=0] - Optional starting offset for gap.
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* @return {number} The snapped value.
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*/
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snapToFloor: function (input, gap, start) {
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@ -212,8 +214,8 @@ Phaser.Math = {
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* @method Phaser.Math#snapToCeil
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* @param {number} input - The value to snap.
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* @param {number} gap - The interval gap of the grid.
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* @param {number} [start] - Optional starting offset for gap.
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* @return {number}
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* @param {number} [start=0] - Optional starting offset for gap.
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* @return {number} The snapped value.
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*/
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snapToCeil: function (input, gap, start) {
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@ -261,9 +263,9 @@ Phaser.Math = {
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*
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* @method Phaser.Math#roundTo
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* @param {number} value - The value to round.
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* @param {number} place - The place to round to.
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* @param {number} base - The base to round in... default is 10 for decimal.
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* @return {number}
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* @param {number} [place=0] - The place to round to.
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* @param {number} [base=10] - The base to round in. Default is 10 for decimal.
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* @return {number} The rounded value.
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*/
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roundTo: function (value, place, base) {
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@ -277,11 +279,14 @@ Phaser.Math = {
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},
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/**
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* Floors to some place comparative to a `base`, default is 10 for decimal place.
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* The `place` is represented by the power applied to `base` to get that place.
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*
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* @method Phaser.Math#floorTo
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* @param {number} value - The value to round.
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* @param {number} place - The place to round to.
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* @param {number} base - The base to round in... default is 10 for decimal.
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* @return {number}
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* @param {number} [place=0] - The place to round to.
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* @param {number} [base=10] - The base to round in. Default is 10 for decimal.
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* @return {number} The rounded value.
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*/
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floorTo: function (value, place, base) {
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@ -295,11 +300,14 @@ Phaser.Math = {
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},
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/**
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* Ceils to some place comparative to a `base`, default is 10 for decimal place.
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* The `place` is represented by the power applied to `base` to get that place.
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*
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* @method Phaser.Math#ceilTo
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* @param {number} value - The value to round.
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* @param {number} place - The place to round to.
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* @param {number} base - The base to round in... default is 10 for decimal.
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* @return {number}
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* @param {number} [place=0] - The place to round to.
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* @param {number} [base=10] - The base to round in. Default is 10 for decimal.
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* @return {number} The rounded value.
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*/
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ceilTo: function (value, place, base) {
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@ -314,42 +322,51 @@ Phaser.Math = {
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/**
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* Find the angle of a segment from (x1, y1) -> (x2, y2).
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*
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* @method Phaser.Math#angleBetween
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* @param {number} x1
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* @param {number} y1
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* @param {number} x2
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* @param {number} y2
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* @param {number} x1 - The x coordinate of the first value.
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* @param {number} y1 - The y coordinate of the first value.
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* @param {number} x2 - The x coordinate of the second value.
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* @param {number} y2 - The y coordinate of the second value.
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* @return {number} The angle, in radians.
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*/
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angleBetween: function (x1, y1, x2, y2) {
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return Math.atan2(y2 - y1, x2 - x1);
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},
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/**
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* Find the angle of a segment from (x1, y1) -> (x2, y2).
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* Note that the difference between this method and Math.angleBetween is that this assumes the y coordinate travels
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*
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* The difference between this method and Math.angleBetween is that this assumes the y coordinate travels
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* down the screen.
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*
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* @method Phaser.Math#angleBetweenY
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* @param {number} x1
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* @param {number} y1
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* @param {number} x2
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* @param {number} y2
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* @param {number} x1 - The x coordinate of the first value.
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* @param {number} y1 - The y coordinate of the first value.
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* @param {number} x2 - The x coordinate of the second value.
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* @param {number} y2 - The y coordinate of the second value.
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* @return {number} The angle, in radians.
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*/
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angleBetweenY: function (x1, y1, x2, y2) {
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return Math.atan2(x2 - x1, y2 - y1);
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},
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/**
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* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
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*
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* @method Phaser.Math#angleBetweenPoints
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* @param {Phaser.Point} point1
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* @param {Phaser.Point} point2
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* @return {number} The angle, in radians.
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* @param {Phaser.Point} point1 - The first point.
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* @param {Phaser.Point} point2 - The second point.
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* @return {number} The angle between the two points, in radians.
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*/
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angleBetweenPoints: function (point1, point2) {
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return Math.atan2(point2.y - point1.y, point2.x - point1.x);
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},
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/**
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@ -360,24 +377,28 @@ Phaser.Math = {
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* @return {number} The angle, in radians.
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*/
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angleBetweenPointsY: function (point1, point2) {
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return Math.atan2(point2.x - point1.x, point2.y - point1.y);
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},
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/**
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* Reverses an angle.
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* @method Phaser.Math#reverseAngle
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* @param {number} angleRad - The angle to reverse, in radians.
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* @return {number} Returns the reverse angle, in radians.
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* @return {number} The reverse angle, in radians.
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*/
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reverseAngle: function (angleRad) {
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return this.normalizeAngle(angleRad + Math.PI, true);
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},
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/**
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* Normalizes an angle to the [0,2pi) range.
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* @method Phaser.Math#normalizeAngle
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* @param {number} angleRad - The angle to normalize, in radians.
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* @return {number} Returns the angle, fit within the [0,2pi] range, in radians.
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* @return {number} The angle, fit within the [0,2pi] range, in radians.
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*/
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normalizeAngle: function (angleRad) {
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@ -393,10 +414,12 @@ Phaser.Math = {
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* @param {number} value - The value to add the amount to.
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* @param {number} amount - The amount to add to the value.
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* @param {number} max - The maximum the value is allowed to be.
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* @return {number}
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* @return {number} The new value.
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*/
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maxAdd: function (value, amount, max) {
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return Math.min(value + amount, max);
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},
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/**
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@ -409,7 +432,9 @@ Phaser.Math = {
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* @return {number} The new value.
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*/
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minSub: function (value, amount, min) {
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return Math.max(value - amount, min);
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},
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/**
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@ -474,8 +499,10 @@ Phaser.Math = {
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* @return {boolean} True if the given number is odd. False if the given number is even.
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*/
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isOdd: function (n) {
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// Does not work with extremely large values
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return !!(n & 1);
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},
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/**
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@ -486,8 +513,10 @@ Phaser.Math = {
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* @return {boolean} True if the given number is even. False if the given number is odd.
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*/
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isEven: function (n) {
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// Does not work with extremely large values
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return !(n & 1);
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},
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/**
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@ -724,11 +753,13 @@ Phaser.Math = {
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* @method Phaser.Math#linear
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* @param {number} p0
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* @param {number} p1
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* @param {number} t
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* @param {number} t - A value between 0 and 1.
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* @return {number}
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*/
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linear: function (p0, p1, t) {
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return (p1 - p0) * t + p0;
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},
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/**
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@ -739,7 +770,9 @@ Phaser.Math = {
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* @return {number}
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*/
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bernstein: function (n, i) {
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return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
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},
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/**
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* @param {number} value - the number you want to evaluate
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* @return {number}
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*/
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factorial : function( value ){
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factorial: function (value) {
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if (value === 0)
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{
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@ -786,15 +819,17 @@ Phaser.Math = {
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},
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/**
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* The (absolute) difference between two values.
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* The absolute difference between two values.
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*
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* @method Phaser.Math#difference
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* @param {number} a
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* @param {number} b
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* @return {number}
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* @param {number} a - The first value to check.
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* @param {number} b - The second value to check.
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* @return {number} The absolute difference between the two values.
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*/
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difference: function (a, b) {
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return Math.abs(a - b);
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},
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/**
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* @return {number}
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*/
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clampBottom: function (x, a) {
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return x < a ? a : x;
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},
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/**
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* @see {@link Phaser.Math.fuzzyEqual}
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*/
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within: function (a, b, tolerance) {
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return (Math.abs(a - b) <= tolerance);
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},
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/**
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* Linear mapping from range <a1, a2> to range <b1, b2>
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*
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* @method Phaser.Math#mapLinear
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* @param {number} x the value to map
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* @param {number} a1 first endpoint of the range <a1, a2>
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* @param {number} a2 final endpoint of the range <a1, a2>
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* @param {number} b1 first endpoint of the range <b1, b2>
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* @param {number} b2 final endpoint of the range <b1, b2>
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* @param {number} x - The value to map
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* @param {number} a1 - First endpoint of the range <a1, a2>
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* @param {number} a2 - Final endpoint of the range <a1, a2>
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* @param {number} b1 - First endpoint of the range <b1, b2>
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* @param {number} b2 - Final endpoint of the range <b1, b2>
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* @return {number}
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*/
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mapLinear: function (x, a1, a2, b1, b2) {
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return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
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},
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/**
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* @return {float} A value between 0 and 1.
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*/
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smootherstep: function (x, min, max) {
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x = Math.max(0, Math.min(1, (x - min) / (max - min)));
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return x * x * x * (x * (x * 6 - 15) + 10);
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},
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/**
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* @return {integer} An integer in {-1, 0, 1}
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*/
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sign: function (x) {
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return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
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},
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/**
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