/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * 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. * * @class Phaser.Circle * @constructor * @param {number} [x=0] - The x coordinate of the center of the circle. * @param {number} [y=0] - The y coordinate of the center of the circle. * @param {number} [diameter=0] - The diameter of the circle. */ Phaser.Circle = function (x, y, diameter) { x = x || 0; y = y || 0; diameter = diameter || 0; /** * @property {number} x - The x coordinate of the center of the circle. */ this.x = x; /** * @property {number} y - The y coordinate of the center of the circle. */ this.y = y; /** * @property {number} _diameter - The diameter of the circle. * @private */ this._diameter = diameter; /** * @property {number} _radius - The radius of the circle. * @private */ this._radius = 0; if (diameter > 0) { this._radius = diameter * 0.5; } /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.CIRCLE; }; Phaser.Circle.prototype = { /** * The circumference of the circle. * * @method Phaser.Circle#circumference * @return {number} The circumference of the circle. */ circumference: function () { return 2 * (Math.PI * this._radius); }, /** * Returns a uniformly distributed random point from anywhere within this Circle. * * @method Phaser.Circle#random * @param {Phaser.Point|object} [out] - A Phaser.Point, or any object with public x/y properties, that the values will be set in. * If no object is provided a new Phaser.Point object will be created. In high performance areas avoid this by re-using an existing object. * @return {Phaser.Point} An object containing the random point in its `x` and `y` properties. */ random: function (out) { if (out === undefined) { out = new Phaser.Point(); } var t = 2 * Math.PI * Math.random(); var u = Math.random() + Math.random(); var r = (u > 1) ? 2 - u : u; var x = r * Math.cos(t); var y = r * Math.sin(t); out.x = this.x + (x * this.radius); out.y = this.y + (y * this.radius); return out; }, /** * Returns the framing rectangle of the circle as a Phaser.Rectangle object. * * @method Phaser.Circle#getBounds * @return {Phaser.Rectangle} The bounds of the Circle. */ getBounds: function () { return new Phaser.Rectangle(this.x - this.radius, this.y - this.radius, this.diameter, this.diameter); }, /** * Sets the members of Circle to the specified values. * @method Phaser.Circle#setTo * @param {number} x - The x coordinate of the center of the circle. * @param {number} y - The y coordinate of the center of the circle. * @param {number} diameter - The diameter of the circle. * @return {Circle} This circle object. */ setTo: function (x, y, diameter) { this.x = x; this.y = y; this._diameter = diameter; this._radius = diameter * 0.5; return this; }, /** * Copies the x, y and diameter properties from any given object to this Circle. * @method Phaser.Circle#copyFrom * @param {any} source - The object to copy from. * @return {Circle} This Circle object. */ copyFrom: function (source) { return this.setTo(source.x, source.y, source.diameter); }, /** * Copies the x, y and diameter properties from this Circle to any given object. * @method Phaser.Circle#copyTo * @param {any} dest - The object to copy to. * @return {object} This dest object. */ copyTo: function (dest) { dest.x = this.x; dest.y = this.y; dest.diameter = this._diameter; return dest; }, /** * Returns the distance from the center of the Circle object to the given object * (can be Circle, Point or anything with x/y properties) * @method Phaser.Circle#distance * @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object. * @param {boolean} [round=false] - Round the distance to the nearest integer. * @return {number} The distance between this Point object and the destination Point object. */ distance: function (dest, round) { var distance = Phaser.Math.distance(this.x, this.y, dest.x, dest.y); return round ? Math.round(distance) : distance; }, /** * Returns a new Circle object with the same values for the x, y, width, and height properties as this Circle object. * @method Phaser.Circle#clone * @param {Phaser.Circle} output - Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. * @return {Phaser.Circle} The cloned Circle object. */ clone: function (output) { if (output === undefined || output === null) { output = new Phaser.Circle(this.x, this.y, this.diameter); } else { output.setTo(this.x, this.y, this.diameter); } return output; }, /** * Return true if the given x/y coordinates are within this Circle object. * @method Phaser.Circle#contains * @param {number} x - The X value of the coordinate to test. * @param {number} y - The Y value of the coordinate to test. * @return {boolean} True if the coordinates are within this circle, otherwise false. */ contains: function (x, y) { return Phaser.Circle.contains(this, x, y); }, /** * Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle. * @method Phaser.Circle#circumferencePoint * @param {number} angle - The angle in radians (unless asDegrees is true) to return the point from. * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)? * @param {Phaser.Point} [out] - 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. */ circumferencePoint: function (angle, asDegrees, out) { return Phaser.Circle.circumferencePoint(this, angle, asDegrees, out); }, /** * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. * @method Phaser.Circle#offset * @param {number} dx - Moves the x value of the Circle object by this amount. * @param {number} dy - Moves the y value of the Circle object by this amount. * @return {Circle} This Circle object. */ offset: function (dx, dy) { this.x += dx; this.y += dy; return this; }, /** * 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. * @method Phaser.Circle#offsetPoint * @param {Point} point A Point object to use to offset this Circle object (or any valid object with exposed x and y properties). * @return {Circle} This Circle object. */ offsetPoint: function (point) { return this.offset(point.x, point.y); }, /** * Returns a string representation of this object. * @method Phaser.Circle#toString * @return {string} a string representation of the instance. */ toString: function () { return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]"; } }; Phaser.Circle.prototype.constructor = Phaser.Circle; /** * The largest distance between any two points on the circle. The same as the radius * 2. * * @name Phaser.Circle#diameter * @property {number} diameter - Gets or sets the diameter of the circle. */ Object.defineProperty(Phaser.Circle.prototype, "diameter", { get: function () { return this._diameter; }, set: function (value) { if (value > 0) { this._diameter = value; this._radius = value * 0.5; } } }); /** * 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. * @name Phaser.Circle#radius * @property {number} radius - Gets or sets the radius of the circle. */ Object.defineProperty(Phaser.Circle.prototype, "radius", { get: function () { return this._radius; }, set: function (value) { if (value > 0) { this._radius = value; this._diameter = value * 2; } } }); /** * 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. * @name Phaser.Circle#left * @propety {number} left - Gets or sets the value of the leftmost point of the circle. */ Object.defineProperty(Phaser.Circle.prototype, "left", { get: function () { return this.x - this._radius; }, set: function (value) { if (value > this.x) { this._radius = 0; this._diameter = 0; } else { this.radius = this.x - value; } } }); /** * 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. * @name Phaser.Circle#right * @property {number} right - Gets or sets the value of the rightmost point of the circle. */ Object.defineProperty(Phaser.Circle.prototype, "right", { get: function () { return this.x + this._radius; }, set: function (value) { if (value < this.x) { this._radius = 0; this._diameter = 0; } else { this.radius = value - this.x; } } }); /** * 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. * @name Phaser.Circle#top * @property {number} top - Gets or sets the top of the circle. */ Object.defineProperty(Phaser.Circle.prototype, "top", { get: function () { return this.y - this._radius; }, set: function (value) { if (value > this.y) { this._radius = 0; this._diameter = 0; } else { this.radius = this.y - value; } } }); /** * 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. * @name Phaser.Circle#bottom * @property {number} bottom - Gets or sets the bottom of the circle. */ Object.defineProperty(Phaser.Circle.prototype, "bottom", { get: function () { return this.y + this._radius; }, set: function (value) { if (value < this.y) { this._radius = 0; this._diameter = 0; } else { this.radius = value - this.y; } } }); /** * The area of this Circle. * @name Phaser.Circle#area * @property {number} area - The area of this circle. * @readonly */ Object.defineProperty(Phaser.Circle.prototype, "area", { get: function () { if (this._radius > 0) { return Math.PI * this._radius * this._radius; } else { return 0; } } }); /** * Determines whether or not this Circle object is empty. Will return a value of true if the Circle objects diameter is less than or equal to 0; otherwise false. * If set to true it will reset all of the Circle objects properties to 0. A Circle object is empty if its diameter is less than or equal to 0. * @name Phaser.Circle#empty * @property {boolean} empty - Gets or sets the empty state of the circle. */ Object.defineProperty(Phaser.Circle.prototype, "empty", { get: function () { return (this._diameter === 0); }, set: function (value) { if (value === true) { this.setTo(0, 0, 0); } } }); /** * Return true if the given x/y coordinates are within the Circle object. * @method Phaser.Circle.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 {boolean} 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 (a.radius > 0 && 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); } else { return false; } }; /** * Determines whether the two Circle objects match. This method compares the x, y and diameter properties. * @method Phaser.Circle.equals * @param {Phaser.Circle} a - The first Circle object. * @param {Phaser.Circle} b - The second Circle object. * @return {boolean} 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 Phaser.Circle.intersects * @param {Phaser.Circle} a - The first Circle object. * @param {Phaser.Circle} b - The second Circle object. * @return {boolean} 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 Phaser.Circle.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 {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)? * @param {Phaser.Point} [out] - 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 (asDegrees === undefined) { asDegrees = false; } if (out === undefined) { out = new Phaser.Point(); } if (asDegrees === true) { angle = Phaser.Math.degToRad(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 Phaser.Circle.intersectsRectangle * @param {Phaser.Circle} c - The Circle object to test. * @param {Phaser.Rectangle} r - The Rectangle object to test. * @return {boolean} 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; }; // Because PIXI uses its own Circle, we'll replace it with ours to avoid duplicating code or confusion. PIXI.Circle = Phaser.Circle;