mirror of
https://github.com/photonstorm/phaser
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903 lines
25 KiB
JavaScript
903 lines
25 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
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* The following code creates a point at (0,0):
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* `var myPoint = new Phaser.Point();`
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* You can also use them as 2D Vectors and you'll find different vector related methods in this class.
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*
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* @class Phaser.Point
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* @constructor
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* @param {number} [x=0] - The horizontal position of this Point.
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* @param {number} [y=0] - The vertical position of this Point.
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*/
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Phaser.Point = function (x, y) {
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x = x || 0;
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y = y || 0;
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/**
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* @property {number} x - The x value of the point.
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*/
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this.x = x;
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/**
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* @property {number} y - The y value of the point.
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*/
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this.y = y;
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.type = Phaser.POINT;
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};
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Phaser.Point.prototype.constructor = Phaser.Point;
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Phaser.Point.prototype = {
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/**
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* Copies the x and y properties from any given object to this Point.
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*
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* @method Phaser.Point#copyFrom
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* @param {any} source - The object to copy from.
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* @return {Phaser.Point} This Point object.
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*/
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copyFrom: function (source) {
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return this.setTo(source.x, source.y);
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},
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/**
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* Inverts the x and y values of this Point
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*
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* @method Phaser.Point#invert
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* @return {Phaser.Point} This Point object.
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*/
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invert: function () {
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return this.setTo(this.y, this.x);
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},
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/**
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* Sets the `x` and `y` values of this Point object to the given values.
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* If you omit the `y` value then the `x` value will be applied to both, for example:
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* `Point.setTo(2)` is the same as `Point.setTo(2, 2)`
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*
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* @method Phaser.Point#setTo
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* @param {number} x - The horizontal value of this point.
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* @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place.
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* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
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setTo: function (x, y) {
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this.x = x || 0;
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this.y = y || ( (y !== 0) ? this.x : 0 );
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return this;
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},
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/**
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* Sets the `x` and `y` values of this Point object to the given values.
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* If you omit the `y` value then the `x` value will be applied to both, for example:
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* `Point.set(2)` is the same as `Point.set(2, 2)`
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*
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* @method Phaser.Point#set
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* @param {number} x - The horizontal value of this point.
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* @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place.
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* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
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set: function (x, y) {
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this.x = x || 0;
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this.y = y || ( (y !== 0) ? this.x : 0 );
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return this;
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},
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/**
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* Adds the given x and y values to this Point.
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*
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* @method Phaser.Point#add
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* @param {number} x - The value to add to Point.x.
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* @param {number} y - The value to add to Point.y.
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* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
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add: function (x, y) {
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this.x += x;
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this.y += y;
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return this;
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},
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/**
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* Subtracts the given x and y values from this Point.
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*
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* @method Phaser.Point#subtract
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* @param {number} x - The value to subtract from Point.x.
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* @param {number} y - The value to subtract from Point.y.
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* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
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subtract: function (x, y) {
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this.x -= x;
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this.y -= y;
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return this;
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},
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/**
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* Multiplies Point.x and Point.y by the given x and y values. Sometimes known as `Scale`.
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*
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* @method Phaser.Point#multiply
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* @param {number} x - The value to multiply Point.x by.
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* @param {number} y - The value to multiply Point.x by.
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* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
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multiply: function (x, y) {
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this.x *= x;
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this.y *= y;
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return this;
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},
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/**
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* Divides Point.x and Point.y by the given x and y values.
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*
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* @method Phaser.Point#divide
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* @param {number} x - The value to divide Point.x by.
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* @param {number} y - The value to divide Point.x by.
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* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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*/
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divide: function (x, y) {
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this.x /= x;
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this.y /= y;
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return this;
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},
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/**
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* Clamps the x value of this Point to be between the given min and max.
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*
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* @method Phaser.Point#clampX
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* @param {number} min - The minimum value to clamp this Point to.
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* @param {number} max - The maximum value to clamp this Point to.
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* @return {Phaser.Point} This Point object.
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*/
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clampX: function (min, max) {
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this.x = Phaser.Math.clamp(this.x, min, max);
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return this;
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},
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/**
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* Clamps the y value of this Point to be between the given min and max
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*
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* @method Phaser.Point#clampY
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* @param {number} min - The minimum value to clamp this Point to.
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* @param {number} max - The maximum value to clamp this Point to.
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* @return {Phaser.Point} This Point object.
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*/
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clampY: function (min, max) {
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this.y = Phaser.Math.clamp(this.y, min, max);
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return this;
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},
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/**
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* Clamps this Point object values to be between the given min and max.
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*
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* @method Phaser.Point#clamp
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* @param {number} min - The minimum value to clamp this Point to.
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* @param {number} max - The maximum value to clamp this Point to.
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* @return {Phaser.Point} This Point object.
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*/
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clamp: function (min, max) {
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this.x = Phaser.Math.clamp(this.x, min, max);
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this.y = Phaser.Math.clamp(this.y, min, max);
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return this;
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},
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/**
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* Creates a copy of the given Point.
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*
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* @method Phaser.Point#clone
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* @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.
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* @return {Phaser.Point} The new Point object.
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*/
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clone: function (output) {
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if (output === undefined || output === null)
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{
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output = new Phaser.Point(this.x, this.y);
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}
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else
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{
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output.setTo(this.x, this.y);
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}
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return output;
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},
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/**
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* Copies the x and y properties from this Point to any given object.
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*
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* @method Phaser.Point#copyTo
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* @param {any} dest - The object to copy to.
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* @return {object} The dest object.
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*/
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copyTo: function (dest) {
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dest.x = this.x;
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dest.y = this.y;
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return dest;
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},
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/**
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* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)
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*
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* @method Phaser.Point#distance
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* @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.
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* @param {boolean} [round] - Round the distance to the nearest integer (default false).
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* @return {number} The distance between this Point object and the destination Point object.
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*/
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distance: function (dest, round) {
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return Phaser.Point.distance(this, dest, round);
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},
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/**
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* Determines whether the given objects x/y values are equal to this Point object.
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*
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* @method Phaser.Point#equals
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* @param {Phaser.Point|any} a - The object to compare with this Point.
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* @return {boolean} A value of true if the x and y points are equal, otherwise false.
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*/
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equals: function (a) {
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return (a.x === this.x && a.y === this.y);
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},
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/**
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* Returns the angle between this Point object and another object with public x and y properties.
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*
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* @method Phaser.Point#angle
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* @param {Phaser.Point|any} a - The object to get the angle from this Point to.
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* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
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* @return {number} The angle between the two objects.
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*/
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angle: function (a, asDegrees) {
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if (asDegrees === undefined) { asDegrees = false; }
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if (asDegrees)
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{
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return Phaser.Math.radToDeg(Math.atan2(a.y - this.y, a.x - this.x));
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}
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else
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{
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return Math.atan2(a.y - this.y, a.x - this.x);
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}
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},
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/**
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* Rotates this Point around the x/y coordinates given to the desired angle.
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*
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* @method Phaser.Point#rotate
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* @param {number} x - The x coordinate of the anchor point.
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* @param {number} y - The y coordinate of the anchor point.
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* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
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* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
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* @param {number} [distance] - An optional distance constraint between the Point and the anchor.
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* @return {Phaser.Point} The modified point object.
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*/
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rotate: function (x, y, angle, asDegrees, distance) {
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return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance);
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},
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/**
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* Calculates the length of the Point object.
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*
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* @method Phaser.Point#getMagnitude
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* @return {number} The length of the Point.
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*/
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getMagnitude: function () {
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return Math.sqrt((this.x * this.x) + (this.y * this.y));
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},
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/**
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* Calculates the length squared of the Point object.
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*
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* @method Phaser.Point#getMagnitudeSq
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* @return {number} The length ^ 2 of the Point.
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*/
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getMagnitudeSq: function () {
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return (this.x * this.x) + (this.y * this.y);
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},
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/**
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* Alters the length of the Point without changing the direction.
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*
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* @method Phaser.Point#setMagnitude
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* @param {number} magnitude - The desired magnitude of the resulting Point.
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* @return {Phaser.Point} This Point object.
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*/
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setMagnitude: function (magnitude) {
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return this.normalize().multiply(magnitude, magnitude);
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},
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/**
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* Alters the Point object so that its length is 1, but it retains the same direction.
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*
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* @method Phaser.Point#normalize
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* @return {Phaser.Point} This Point object.
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*/
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normalize: function () {
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if (!this.isZero())
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{
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var m = this.getMagnitude();
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this.x /= m;
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this.y /= m;
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}
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return this;
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},
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/**
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* Determine if this point is at 0,0.
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*
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* @method Phaser.Point#isZero
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* @return {boolean} True if this Point is 0,0, otherwise false.
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*/
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isZero: function () {
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return (this.x === 0 && this.y === 0);
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},
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/**
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* The dot product of this and another Point object.
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*
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* @method Phaser.Point#dot
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* @param {Phaser.Point} a - The Point object to get the dot product combined with this Point.
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* @return {number} The result.
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*/
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dot: function (a) {
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return ((this.x * a.x) + (this.y * a.y));
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},
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/**
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* The cross product of this and another Point object.
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*
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* @method Phaser.Point#cross
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* @param {Phaser.Point} a - The Point object to get the cross product combined with this Point.
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* @return {number} The result.
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*/
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cross: function (a) {
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return ((this.x * a.y) - (this.y * a.x));
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},
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/**
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* Make this Point perpendicular (90 degrees rotation)
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*
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* @method Phaser.Point#perp
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* @return {Phaser.Point} This Point object.
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*/
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perp: function () {
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return this.setTo(-this.y, this.x);
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},
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/**
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* Make this Point perpendicular (-90 degrees rotation)
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*
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* @method Phaser.Point#rperp
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* @return {Phaser.Point} This Point object.
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*/
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rperp: function () {
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return this.setTo(this.y, -this.x);
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},
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/**
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* Right-hand normalize (make unit length) this Point.
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*
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* @method Phaser.Point#normalRightHand
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* @return {Phaser.Point} This Point object.
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*/
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normalRightHand: function () {
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return this.setTo(this.y * -1, this.x);
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},
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/**
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* Math.floor() both the x and y properties of this Point.
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*
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* @method Phaser.Point#floor
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* @return {Phaser.Point} This Point object.
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*/
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floor: function () {
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return this.setTo(Math.floor(this.x), Math.floor(this.y));
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},
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/**
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* Math.ceil() both the x and y properties of this Point.
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*
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* @method Phaser.Point#ceil
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* @return {Phaser.Point} This Point object.
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*/
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ceil: function () {
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return this.setTo(Math.ceil(this.x), Math.ceil(this.y));
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},
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/**
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* Returns a string representation of this object.
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*
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* @method Phaser.Point#toString
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* @return {string} A string representation of the instance.
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*/
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toString: function () {
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return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
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}
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};
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/**
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* Adds the coordinates of two points together to create a new point.
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*
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* @method Phaser.Point.add
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* @param {Phaser.Point} a - The first Point object.
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* @param {Phaser.Point} b - The second Point object.
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* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Phaser.Point} The new Point object.
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*/
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Phaser.Point.add = function (a, b, out) {
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if (out === undefined) { out = new Phaser.Point(); }
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out.x = a.x + b.x;
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out.y = a.y + b.y;
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return out;
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};
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/**
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* Subtracts the coordinates of two points to create a new point.
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*
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* @method Phaser.Point.subtract
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* @param {Phaser.Point} a - The first Point object.
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* @param {Phaser.Point} b - The second Point object.
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* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Phaser.Point} The new Point object.
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*/
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Phaser.Point.subtract = function (a, b, out) {
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if (out === undefined) { out = new Phaser.Point(); }
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out.x = a.x - b.x;
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out.y = a.y - b.y;
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return out;
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};
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/**
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* Multiplies the coordinates of two points to create a new point.
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*
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* @method Phaser.Point.multiply
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* @param {Phaser.Point} a - The first Point object.
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* @param {Phaser.Point} b - The second Point object.
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* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Phaser.Point} The new Point object.
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*/
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Phaser.Point.multiply = function (a, b, out) {
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if (out === undefined) { out = new Phaser.Point(); }
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out.x = a.x * b.x;
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out.y = a.y * b.y;
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return out;
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};
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/**
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* Divides the coordinates of two points to create a new point.
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*
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* @method Phaser.Point.divide
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* @param {Phaser.Point} a - The first Point object.
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* @param {Phaser.Point} b - The second Point object.
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* @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 (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 angle between two Point objects.
|
|
*
|
|
* @method Phaser.Point.angle
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @return {number} The angle between the two Points.
|
|
*/
|
|
Phaser.Point.angle = function (a, b) {
|
|
|
|
// return Math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y);
|
|
return Math.atan2(a.y - b.y, a.x - b.x);
|
|
|
|
};
|
|
|
|
/**
|
|
* Creates a negative Point.
|
|
*
|
|
* @method Phaser.Point.negative
|
|
* @param {Phaser.Point} a - The first 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.negative = function (a, out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
return out.setTo(-a.x, -a.y);
|
|
|
|
};
|
|
|
|
/**
|
|
* Adds two 2D Points together and multiplies the result by the given scalar.
|
|
*
|
|
* @method Phaser.Point.multiplyAdd
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @param {number} s - The scaling value.
|
|
* @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.multiplyAdd = function (a, b, s, out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
return out.setTo(a.x + b.x * s, a.y + b.y * s);
|
|
|
|
};
|
|
|
|
/**
|
|
* Interpolates the two given Points, based on the `f` value (between 0 and 1) and returns a new Point.
|
|
*
|
|
* @method Phaser.Point.interpolate
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @param {number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned.
|
|
* @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.interpolate = function (a, b, f, out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
return out.setTo(a.x + (b.x - a.x) * f, a.y + (b.y - a.y) * f);
|
|
|
|
};
|
|
|
|
/**
|
|
* Return a perpendicular vector (90 degrees rotation)
|
|
*
|
|
* @method Phaser.Point.perp
|
|
* @param {Phaser.Point} a - The 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.perp = function (a, out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
return out.setTo(-a.y, a.x);
|
|
|
|
};
|
|
|
|
/**
|
|
* Return a perpendicular vector (-90 degrees rotation)
|
|
*
|
|
* @method Phaser.Point.rperp
|
|
* @param {Phaser.Point} a - The 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.rperp = function (a, out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
return out.setTo(a.y, -a.x);
|
|
|
|
};
|
|
|
|
/**
|
|
* Returns the euclidian 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=false] - Round the distance to the nearest integer.
|
|
* @return {number} The distance between this Point object and the destination Point object.
|
|
*/
|
|
Phaser.Point.distance = function (a, b, round) {
|
|
|
|
var distance = Phaser.Math.distance(a.x, a.y, b.x, b.y);
|
|
return round ? Math.round(distance) : distance;
|
|
|
|
};
|
|
|
|
/**
|
|
* Project two Points onto another Point.
|
|
*
|
|
* @method Phaser.Point.project
|
|
* @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.project = function (a, b, out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
var amt = a.dot(b) / b.getMagnitudeSq();
|
|
|
|
if (amt !== 0)
|
|
{
|
|
out.setTo(amt * b.x, amt * b.y);
|
|
}
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Project two Points onto a Point of unit length.
|
|
*
|
|
* @method Phaser.Point.projectUnit
|
|
* @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.projectUnit = function (a, b, out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
var amt = a.dot(b);
|
|
|
|
if (amt !== 0)
|
|
{
|
|
out.setTo(amt * b.x, amt * b.y);
|
|
}
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Right-hand normalize (make unit length) a Point.
|
|
*
|
|
* @method Phaser.Point.normalRightHand
|
|
* @param {Phaser.Point} a - The 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.normalRightHand = function (a, out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
return out.setTo(a.y * -1, a.x);
|
|
|
|
};
|
|
|
|
/**
|
|
* Normalize (make unit length) a Point.
|
|
*
|
|
* @method Phaser.Point.normalize
|
|
* @param {Phaser.Point} a - The 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.normalize = function (a, out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
var m = a.getMagnitude();
|
|
|
|
if (m !== 0)
|
|
{
|
|
out.setTo(a.x / m, a.y / m);
|
|
}
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Rotates a Point object, or any object with exposed x/y properties, around the given coordinates by
|
|
* the angle specified. If the angle between the point and coordinates was 45 deg and the angle argument
|
|
* is 45 deg then the resulting angle will be 90 deg, as the angle argument is added to the current angle.
|
|
*
|
|
* The distance allows you to specify a distance constraint for the rotation between the point and the
|
|
* coordinates. If none is given the distance between the two is calculated and used.
|
|
*
|
|
* @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 by.
|
|
* @param {boolean} [asDegrees=false] - Is the given angle 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) {
|
|
|
|
if (asDegrees) { angle = Phaser.Math.degToRad(angle); }
|
|
|
|
if (distance === undefined)
|
|
{
|
|
a.subtract(x, y);
|
|
|
|
var s = Math.sin(angle);
|
|
var c = Math.cos(angle);
|
|
|
|
var tx = c * a.x - s * a.y;
|
|
var ty = s * a.x + c * a.y;
|
|
|
|
a.x = tx + x;
|
|
a.y = ty + y;
|
|
}
|
|
else
|
|
{
|
|
var t = angle + Math.atan2(a.y - y, a.x - x);
|
|
a.x = x + distance * Math.cos(t);
|
|
a.y = y + distance * Math.sin(t);
|
|
}
|
|
|
|
return a;
|
|
|
|
};
|
|
|
|
/**
|
|
* Calculates centroid (or midpoint) from an array of points. If only one point is provided, that point is returned.
|
|
*
|
|
* @method Phaser.Point.centroid
|
|
* @param {Phaser.Point[]} points - The array of one or more points.
|
|
* @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.centroid = function (points, out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
if (Object.prototype.toString.call(points) !== '[object Array]')
|
|
{
|
|
throw new Error("Phaser.Point. Parameter 'points' must be an array");
|
|
}
|
|
|
|
var pointslength = points.length;
|
|
|
|
if (pointslength < 1)
|
|
{
|
|
throw new Error("Phaser.Point. Parameter 'points' array must not be empty");
|
|
}
|
|
|
|
if (pointslength === 1)
|
|
{
|
|
out.copyFrom(points[0]);
|
|
return out;
|
|
}
|
|
|
|
for (var i = 0; i < pointslength; i++)
|
|
{
|
|
Phaser.Point.add(out, points[i], out);
|
|
}
|
|
|
|
out.divide(pointslength, pointslength);
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Parses an object for x and/or y properties and returns a new Phaser.Point with matching values.
|
|
* If the object doesn't contain those properties a Point with x/y of zero will be returned.
|
|
*
|
|
* @method Phaser.Point.parse
|
|
* @static
|
|
* @param {object} obj - The object to parse.
|
|
* @param {string} [xProp='x'] - The property used to set the Point.x value.
|
|
* @param {string} [yProp='y'] - The property used to set the Point.y value.
|
|
* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
Phaser.Point.parse = function(obj, xProp, yProp) {
|
|
|
|
xProp = xProp || 'x';
|
|
yProp = yProp || 'y';
|
|
|
|
var point = new Phaser.Point();
|
|
|
|
if (obj[xProp])
|
|
{
|
|
point.x = parseInt(obj[xProp], 10);
|
|
}
|
|
|
|
if (obj[yProp])
|
|
{
|
|
point.y = parseInt(obj[yProp], 10);
|
|
}
|
|
|
|
return point;
|
|
|
|
};
|