/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Creates a new Point. If you pass no parameters a Point is created set to (0,0). * @class Phaser.Point * @classdesc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. * @constructor * @param {number} x The horizontal position of this Point (default 0) * @param {number} y The vertical position of this Point (default 0) */ Phaser.Point = function (x, y) { x = x || 0; y = y || 0; /** * @property {number} x - The x coordinate of the point. */ this.x = x; /** * @property {number} y - The y coordinate of the point. */ this.y = y; }; Phaser.Point.prototype = { /** * Copies the x and y properties from any given object to this Point. * @method Phaser.Point#copyFrom * @param {any} source - The object to copy from. * @return {Point} This Point object. */ copyFrom: function (source) { return this.setTo(source.x, source.y); }, /** * Inverts the x and y values of this Point * @method Phaser.Point#invert * @return {Point} This Point object. */ invert: function () { return this.setTo(this.y, this.x); }, /** * Sets the x and y values of this Point object to the given coordinates. * @method Phaser.Point#setTo * @param {number} x - The horizontal position of this point. * @param {number} y - The vertical position of this point. * @return {Point} This Point object. Useful for chaining method calls. */ setTo: function (x, y) { this.x = x || 0; this.y = y || ( (y !== 0) ? this.x : 0 ); return this; }, /** * Sets the x and y values of this Point object to the given coordinates. * @method Phaser.Point#set * @param {number} x - The horizontal position of this point. * @param {number} y - The vertical position of this point. * @return {Point} This Point object. Useful for chaining method calls. */ set: function (x, y) { this.x = x || 0; this.y = y || ( (y !== 0) ? this.x : 0 ); return this; }, /** * Adds the given x and y values to this Point. * @method Phaser.Point#add * @param {number} x - The value to add to Point.x. * @param {number} y - The value to add to Point.y. * @return {Phaser.Point} This Point object. Useful for chaining method calls. */ add: function (x, y) { this.x += x; this.y += y; return this; }, /** * Subtracts the given x and y values from this Point. * @method Phaser.Point#subtract * @param {number} x - The value to subtract from Point.x. * @param {number} y - The value to subtract from Point.y. * @return {Phaser.Point} This Point object. Useful for chaining method calls. */ subtract: function (x, y) { this.x -= x; this.y -= y; return this; }, /** * Multiplies Point.x and Point.y by the given x and y values. * @method Phaser.Point#multiply * @param {number} x - The value to multiply Point.x by. * @param {number} y - The value to multiply Point.x by. * @return {Phaser.Point} This Point object. Useful for chaining method calls. */ multiply: function (x, y) { this.x *= x; this.y *= y; return this; }, /** * Divides Point.x and Point.y by the given x and y values. * @method Phaser.Point#divide * @param {number} x - The value to divide Point.x by. * @param {number} y - The value to divide Point.x by. * @return {Phaser.Point} This Point object. Useful for chaining method calls. */ divide: function (x, y) { this.x /= x; this.y /= y; return this; }, /** * Clamps the x value of this Point to be between the given min and max. * @method Phaser.Point#clampX * @param {number} min - The minimum value to clamp this Point to. * @param {number} max - The maximum value to clamp this Point to. * @return {Phaser.Point} This Point object. */ clampX: function (min, max) { this.x = Phaser.Math.clamp(this.x, min, max); return this; }, /** * Clamps the y value of this Point to be between the given min and max * @method Phaser.Point#clampY * @param {number} min - The minimum value to clamp this Point to. * @param {number} max - The maximum value to clamp this Point to. * @return {Phaser.Point} This Point object. */ clampY: function (min, max) { this.y = Phaser.Math.clamp(this.y, min, max); return this; }, /** * Clamps this Point object values to be between the given min and max. * @method Phaser.Point#clamp * @param {number} min - The minimum value to clamp this Point to. * @param {number} max - The maximum value to clamp this Point to. * @return {Phaser.Point} This Point object. */ clamp: function (min, max) { this.x = Phaser.Math.clamp(this.x, min, max); this.y = Phaser.Math.clamp(this.y, min, max); return this; }, /** * Creates a copy of the given Point. * @method Phaser.Point#clone * @param {Phaser.Point} [output] Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. * @return {Phaser.Point} The new Point object. */ clone: function (output) { if (typeof output === "undefined") { output = new Phaser.Point(this.x, this.y); } else { output.setTo(this.x, this.y); } return output; }, /** * Copies the x and y properties from this Point to any given object. * @method Phaser.Point#copyTo * @param {any} dest - The object to copy to. * @return {Object} The dest object. */ copyTo: function(dest) { dest.x = this.x; dest.y = this.y; return dest; }, /** * Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties) * @method Phaser.Point#distance * @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object. * @param {boolean} [round] - Round the distance to the nearest integer (default false). * @return {number} The distance between this Point object and the destination Point object. */ distance: function (dest, round) { return Phaser.Point.distance(this, dest, round); }, /** * Determines whether the given objects x/y values are equal to this Point object. * @method Phaser.Point#equals * @param {Phaser.Point} a - The first object to compare. * @return {boolean} A value of true if the Points are equal, otherwise false. */ equals: function (a) { return (a.x == this.x && a.y == this.y); }, /** * Rotates this Point around the x/y coordinates given to the desired angle. * @method Phaser.Point#rotate * @param {number} x - The x coordinate of the anchor point * @param {number} y - The y coordinate of the anchor point * @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to. * @param {boolean} asDegrees - Is the given rotation in radians (false) or degrees (true)? * @param {number} [distance] - An optional distance constraint between the Point and the anchor. * @return {Phaser.Point} The modified point object. */ rotate: function (x, y, angle, asDegrees, distance) { return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance); }, /** * Calculates the length of the vector * @method Phaser.Point#getMagnitude * @return {number} the length of the vector */ getMagnitude: function() { return Math.sqrt((this.x * this.x) + (this.y * this.y)); }, /** * Alters the length of the vector without changing the direction * @method Phaser.Point#setMagnitude * @param {number} magnitude the desired magnitude of the resulting vector * @return {Phaser.Point} the modified original vector */ setMagnitude: function(magnitude) { return this.normalize().multiply(magnitude, magnitude); }, /** * Alters the vector so that its length is 1, but it retains the same direction * @method Phaser.Point#normalize * @return {Phaser.Point} the modified original vector */ normalize: function() { if(!this.isZero()) { var m = this.getMagnitude(); this.x /= m; this.y /= m; } return this; }, /** * Determine if this point is at 0,0 * @method Phaser.Point#isZero * @return {boolean} True if this Point is 0,0, otherwise false */ isZero: function() { return (this.x === 0 && this.y === 0); }, /** * Returns a string representation of this object. * @method Phaser.Point#toString * @return {string} A string representation of the instance. */ toString: function () { return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; } }; Phaser.Point.prototype.constructor = Phaser.Point; /** * Adds the coordinates of two points together to create a new point. * @method Phaser.Point.add * @param {Phaser.Point} a - The first Point object. * @param {Phaser.Point} b - The second Point object. * @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created. * @return {Phaser.Point} The new Point object. */ Phaser.Point.add = function (a, b, out) { if (typeof out === "undefined") { out = new Phaser.Point(); } out.x = a.x + b.x; out.y = a.y + b.y; return out; }; /** * Subtracts the coordinates of two points to create a new point. * @method Phaser.Point.subtract * @param {Phaser.Point} a - The first Point object. * @param {Phaser.Point} b - The second Point object. * @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created. * @return {Phaser.Point} The new Point object. */ Phaser.Point.subtract = function (a, b, out) { if (typeof out === "undefined") { out = new Phaser.Point(); } out.x = a.x - b.x; out.y = a.y - b.y; return out; }; /** * Multiplies the coordinates of two points to create a new point. * @method Phaser.Point.multiply * @param {Phaser.Point} a - The first Point object. * @param {Phaser.Point} b - The second Point object. * @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created. * @return {Phaser.Point} The new Point object. */ Phaser.Point.multiply = function (a, b, out) { if (typeof out === "undefined") { out = new Phaser.Point(); } out.x = a.x * b.x; out.y = a.y * b.y; return out; }; /** * Divides the coordinates of two points to create a new point. * @method Phaser.Point.divide * @param {Phaser.Point} a - The first Point object. * @param {Phaser.Point} b - The second Point object. * @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created. * @return {Phaser.Point} The new Point object. */ Phaser.Point.divide = function (a, b, out) { if (typeof out === "undefined") { out = new Phaser.Point(); } out.x = a.x / b.x; out.y = a.y / b.y; return out; }; /** * Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values. * @method Phaser.Point.equals * @param {Phaser.Point} a - The first Point object. * @param {Phaser.Point} b - The second Point object. * @return {boolean} A value of true if the Points are equal, otherwise false. */ Phaser.Point.equals = function (a, b) { return (a.x == b.x && a.y == b.y); }; /** * Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties). * @method Phaser.Point.distance * @param {object} a - The target object. Must have visible x and y properties that represent the center of the object. * @param {object} b - The target object. Must have visible x and y properties that represent the center of the object. * @param {boolean} [round] - Round the distance to the nearest integer (default false). * @return {number} The distance between this Point object and the destination Point object. */ Phaser.Point.distance = function (a, b, round) { if (typeof round === "undefined") { round = false; } if (round) { return Phaser.Math.distanceRound(a.x, a.y, b.x, b.y); } else { return Phaser.Math.distance(a.x, a.y, b.x, b.y); } }; /** * Rotates a Point around the x/y coordinates given to the desired angle. * @method Phaser.Point.rotate * @param {Phaser.Point} a - The Point object to rotate. * @param {number} x - The x coordinate of the anchor point * @param {number} y - The y coordinate of the anchor point * @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to. * @param {boolean} asDegrees - Is the given rotation in radians (false) or degrees (true)? * @param {number} distance - An optional distance constraint between the Point and the anchor. * @return {Phaser.Point} The modified point object. */ Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) { asDegrees = asDegrees || false; distance = distance || null; if (asDegrees) { angle = Phaser.Math.degToRad(angle); } // Get distance from origin (cx/cy) to this point if (distance === null) { distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y))); } return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle)); }; // Because PIXI uses its own Point, we'll replace it with ours to avoid duplicating code or confusion. PIXI.Point = Phaser.Point;