/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Angle Component provides access to an `angle` property; the rotation of a Game Object in degrees. * * @class */ Phaser.Component.Angle = function () {}; Phaser.Component.Angle.prototype = { /** * The angle property is the rotation of the Game Object in *degrees* from its original orientation. * * Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. * * Values outside this range are added to or subtracted from 360 to obtain a value within the range. * For example, the statement player.angle = 450 is the same as player.angle = 90. * * If you wish to work in radians instead of degrees you can use the property `rotation` instead. * Working in radians is slightly faster as it doesn't have to perform any calculations. * * @property {number} angle */ angle: { get: function() { return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation)); }, set: function(value) { this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value)); } } };