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1380 lines
34 KiB
HTML
1380 lines
34 KiB
HTML
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<h1 class="page-title">Source: math/Math.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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 collection of mathematical methods.
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*
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* @class Phaser.Math
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*/
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Phaser.Math = {
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/**
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* = 2 π
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* @method Phaser.Math#PI2
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*/
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PI2: Math.PI * 2,
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/**
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* Two number are fuzzyEqual if their difference is less than ε.
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* @method Phaser.Math#fuzzyEqual
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* @param {number} a
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* @param {number} b
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* @param {number} epsilon
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* @return {boolean} True if |a-b|<ε
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*/
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fuzzyEqual: function (a, b, epsilon) {
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if (typeof epsilon === "undefined") { epsilon = 0.0001; }
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return Math.abs(a - b) < epsilon;
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},
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/**
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* a is fuzzyLessThan b if it is less than b + ε.
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* @method Phaser.Math#fuzzyEqual
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* @param {number} a
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* @param {number} b
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* @param {number} epsilon
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* @return {boolean} True if a<b+ε
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*/
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fuzzyLessThan: function (a, b, epsilon) {
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if (typeof epsilon === "undefined") { epsilon = 0.0001; }
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return a < b + epsilon;
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},
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/**
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* a is fuzzyGreaterThan b if it is more than b - ε.
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* @method Phaser.Math#fuzzyGreaterThan
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* @param {number} a
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* @param {number} b
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* @param {number} epsilon
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* @return {boolean} True if a>b+ε
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*/
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fuzzyGreaterThan: function (a, b, epsilon) {
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if (typeof epsilon === "undefined") { epsilon = 0.0001; }
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return a > b - epsilon;
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},
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/**
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* @method Phaser.Math#fuzzyCeil
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* @param {number} val
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* @param {number} epsilon
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* @return {boolean} ceiling(val-ε)
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*/
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fuzzyCeil: function (val, epsilon) {
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if (typeof epsilon === "undefined") { epsilon = 0.0001; }
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return Math.ceil(val - epsilon);
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},
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/**
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* @method Phaser.Math#fuzzyFloor
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* @param {number} val
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* @param {number} epsilon
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* @return {boolean} floor(val-ε)
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*/
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fuzzyFloor: function (val, epsilon) {
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if (typeof epsilon === "undefined") { epsilon = 0.0001; }
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return Math.floor(val + epsilon);
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},
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/**
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* Averages all values passed to the function and returns the result. You can pass as many parameters as you like.
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* @method Phaser.Math#average
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* @return {number} The average of all given values.
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*/
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average: function () {
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var args = [];
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for (var _i = 0; _i < (arguments.length - 0); _i++) {
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args[_i] = arguments[_i + 0];
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}
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var avg = 0;
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for (var i = 0; i < args.length; i++) {
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avg += args[i];
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}
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return avg / args.length;
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},
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/**
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* @method Phaser.Math#truncate
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* @param {number} n
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* @return {number}
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*/
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truncate: function (n) {
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return (n > 0) ? Math.floor(n) : Math.ceil(n);
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},
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/**
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* @method Phaser.Math#shear
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* @param {number} n
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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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* Snap a value to nearest grid slice, using rounding.
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*
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* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10 whereas 14 will snap to 15.
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*
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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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*/
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snapTo: function (input, gap, start) {
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if (typeof start === "undefined") { start = 0; }
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if (gap == 0) {
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return input;
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}
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input -= start;
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input = gap * Math.round(input / gap);
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return start + input;
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},
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/**
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* Snap a value to nearest grid slice, using floor.
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*
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* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15
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*
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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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*/
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snapToFloor: function (input, gap, start) {
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if (typeof start === "undefined") { start = 0; }
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if (gap == 0) {
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return input;
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}
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input -= start;
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input = gap * Math.floor(input / gap);
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return start + input;
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},
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/**
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* Snap a value to nearest grid slice, using ceil.
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*
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* Example: if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20.
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*
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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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*/
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snapToCeil: function (input, gap, start) {
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if (typeof start === "undefined") { start = 0; }
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if (gap == 0) {
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return input;
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}
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input -= start;
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input = gap * Math.ceil(input / gap);
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return start + input;
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},
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/**
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* Snaps a value to the nearest value in an array.
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* @method Phaser.Math#snapToInArray
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* @param {number} input
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* @param {array} arr
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* @param {boolean} sort - True if the array needs to be sorted.
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* @return {number}
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*/
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snapToInArray: function (input, arr, sort) {
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if (typeof sort === "undefined") { sort = true; }
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if (sort) {
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arr.sort();
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}
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if (input < arr[0]) {
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return arr[0];
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}
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var i = 1;
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while (arr[i] < input) {
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i++;
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}
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var low = arr[i - 1];
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var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY;
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return ((high - input) <= (input - low)) ? high : low;
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},
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/**
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* Round to some place comparative to a 'base', default is 10 for decimal place.
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*
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* 'place' is represented by the power applied to 'base' to get that place
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* e.g.
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* 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011
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*
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* roundTo(2000/7,3) == 0
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* roundTo(2000/7,2) == 300
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* roundTo(2000/7,1) == 290
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* roundTo(2000/7,0) == 286
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* roundTo(2000/7,-1) == 285.7
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* roundTo(2000/7,-2) == 285.71
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* roundTo(2000/7,-3) == 285.714
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* roundTo(2000/7,-4) == 285.7143
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* roundTo(2000/7,-5) == 285.71429
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*
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* roundTo(2000/7,3,2) == 288 -- 100100000
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* roundTo(2000/7,2,2) == 284 -- 100011100
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* roundTo(2000/7,1,2) == 286 -- 100011110
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* roundTo(2000/7,0,2) == 286 -- 100011110
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* roundTo(2000/7,-1,2) == 285.5 -- 100011101.1
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* roundTo(2000/7,-2,2) == 285.75 -- 100011101.11
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* roundTo(2000/7,-3,2) == 285.75 -- 100011101.11
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* roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011
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* roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111
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*
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* Note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed
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* because we are rounding 100011.1011011011011011 which rounds up.
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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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*/
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roundTo: function (value, place, base) {
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if (typeof place === "undefined") { place = 0; }
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if (typeof base === "undefined") { base = 10; }
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var p = Math.pow(base, -place);
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return Math.round(value * p) / p;
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},
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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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*/
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floorTo: function (value, place, base) {
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if (typeof place === "undefined") { place = 0; }
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if (typeof base === "undefined") { base = 10; }
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var p = Math.pow(base, -place);
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return Math.floor(value * p) / p;
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},
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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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*/
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ceilTo: function (value, place, base) {
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if (typeof place === "undefined") { place = 0; }
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if (typeof base === "undefined") { base = 10; }
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var p = Math.pow(base, -place);
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return Math.ceil(value * p) / p;
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},
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/**
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* A one dimensional linear interpolation of a value.
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* @method Phaser.Math#interpolateFloat
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* @param {number} a
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* @param {number} b
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* @param {number} weight
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* @return {number}
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*/
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interpolateFloat: function (a, b, weight) {
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return (b - a) * weight + a;
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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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* @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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* @return {number}
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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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* Set an angle within the bounds of -π toπ.
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* @method Phaser.Math#normalizeAngle
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* @param {number} angle
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* @param {boolean} radians - True if angle size is expressed in radians.
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* @return {number}
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*/
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normalizeAngle: function (angle, radians) {
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if (typeof radians === "undefined") { radians = true; }
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var rd = (radians) ? GameMath.PI : 180;
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return this.wrap(angle, rd, -rd);
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},
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/**
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* Closest angle between two angles from a1 to a2
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* absolute value the return for exact angle
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* @method Phaser.Math#nearestAngleBetween
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* @param {number} a1
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* @param {number} a2
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* @param {boolean} radians - True if angle sizes are expressed in radians.
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* @return {number}
|
|
*/
|
|
nearestAngleBetween: function (a1, a2, radians) {
|
|
|
|
if (typeof radians === "undefined") { radians = true; }
|
|
|
|
var rd = (radians) ? Math.PI : 180;
|
|
a1 = this.normalizeAngle(a1, radians);
|
|
a2 = this.normalizeAngle(a2, radians);
|
|
|
|
if (a1 < -rd / 2 && a2 > rd / 2)
|
|
{
|
|
a1 += rd * 2;
|
|
}
|
|
|
|
if (a2 < -rd / 2 && a1 > rd / 2)
|
|
{
|
|
a2 += rd * 2;
|
|
}
|
|
|
|
return a2 - a1;
|
|
|
|
},
|
|
|
|
/**
|
|
* Interpolate across the shortest arc between two angles.
|
|
* @method Phaser.Math#interpolateAngles
|
|
* @param {number} a1 - Description.
|
|
* @param {number} a2 - Description.
|
|
* @param {number} weight - Description.
|
|
* @param {boolean} radians - True if angle sizes are expressed in radians.
|
|
* @param {Description} ease - Description.
|
|
* @return {number}
|
|
*/
|
|
interpolateAngles: function (a1, a2, weight, radians, ease) {
|
|
|
|
if (typeof radians === "undefined") { radians = true; }
|
|
if (typeof ease === "undefined") { ease = null; }
|
|
|
|
a1 = this.normalizeAngle(a1, radians);
|
|
a2 = this.normalizeAngleToAnother(a2, a1, radians);
|
|
|
|
return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight);
|
|
|
|
},
|
|
|
|
/**
|
|
* Generate a random bool result based on the chance value.
|
|
* <p>
|
|
* Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
|
|
* of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
|
|
* </p>
|
|
* @method Phaser.Math#chanceRoll
|
|
* @param {number} chance - The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).
|
|
* @return {boolean} True if the roll passed, or false otherwise.
|
|
*/
|
|
chanceRoll: function (chance) {
|
|
|
|
if (typeof chance === "undefined") { chance = 50; }
|
|
|
|
if (chance <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
else if (chance >= 100)
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (Math.random() * 100 >= chance)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns an Array containing the numbers from min to max (inclusive).
|
|
*
|
|
* @method Phaser.Math#numberArray
|
|
* @param {number} min - The minimum value the array starts with.
|
|
* @param {number} max - The maximum value the array contains.
|
|
* @return {array} The array of number values.
|
|
*/
|
|
numberArray: function (min, max) {
|
|
|
|
var result = [];
|
|
|
|
for (var i = min; i <= max; i++)
|
|
{
|
|
result.push(i);
|
|
}
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds the given amount to the value, but never lets the value go over the specified maximum.
|
|
*
|
|
* @method Phaser.Math#maxAdd
|
|
* @param {number} value - The value to add the amount to.
|
|
* @param {number} amount - The amount to add to the value.
|
|
* @param {number} max- The maximum the value is allowed to be.
|
|
* @return {number}
|
|
*/
|
|
maxAdd: function (value, amount, max) {
|
|
|
|
value += amount;
|
|
|
|
if (value > max)
|
|
{
|
|
value = max;
|
|
}
|
|
|
|
return value;
|
|
|
|
},
|
|
|
|
/**
|
|
* Subtracts the given amount from the value, but never lets the value go below the specified minimum.
|
|
*
|
|
* @method Phaser.Math#minSub
|
|
* @param {number} value - The base value.
|
|
* @param {number} amount - The amount to subtract from the base value.
|
|
* @param {number} min - The minimum the value is allowed to be.
|
|
* @return {number} The new value.
|
|
*/
|
|
minSub: function (value, amount, min) {
|
|
|
|
value -= amount;
|
|
|
|
if (value < min)
|
|
{
|
|
value = min;
|
|
}
|
|
|
|
return value;
|
|
|
|
},
|
|
|
|
/**
|
|
* Ensures that the value always stays between min and max, by wrapping the value around.
|
|
* <p>max should be larger than min, or the function will return 0</p>
|
|
*
|
|
* @method Phaser.Math#wrap
|
|
* @param value The value to wrap
|
|
* @param min The minimum the value is allowed to be
|
|
* @param max The maximum the value is allowed to be
|
|
* @return {number} The wrapped value
|
|
*/
|
|
wrap: function (value, min, max) {
|
|
|
|
var range = max - min;
|
|
if (range <= 0)
|
|
{
|
|
return 0;
|
|
}
|
|
var result = (value - min) % range;
|
|
if (result < 0)
|
|
{
|
|
result += range;
|
|
}
|
|
return result + min;
|
|
},
|
|
|
|
/**
|
|
* Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
|
|
* <p>Values must be positive integers, and are passed through Math.abs</p>
|
|
*
|
|
* @method Phaser.Math#wrapValue
|
|
* @param {number} value - The value to add the amount to.
|
|
* @param {number} amount - The amount to add to the value.
|
|
* @param {number} max - The maximum the value is allowed to be.
|
|
* @return {number} The wrapped value.
|
|
*/
|
|
wrapValue: function (value, amount, max) {
|
|
|
|
var diff;
|
|
value = Math.abs(value);
|
|
amount = Math.abs(amount);
|
|
max = Math.abs(max);
|
|
diff = (value + amount) % max;
|
|
|
|
return diff;
|
|
|
|
},
|
|
|
|
/**
|
|
* Randomly returns either a 1 or -1.
|
|
*
|
|
* @method Phaser.Math#randomSign
|
|
* @return {number} 1 or -1
|
|
*/
|
|
randomSign: function () {
|
|
return (Math.random() > 0.5) ? 1 : -1;
|
|
},
|
|
|
|
/**
|
|
* Returns true if the number given is odd.
|
|
*
|
|
* @method Phaser.Math#isOdd
|
|
* @param {number} n - The number to check.
|
|
* @return {boolean} True if the given number is odd. False if the given number is even.
|
|
*/
|
|
isOdd: function (n) {
|
|
|
|
return (n & 1);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the number given is even.
|
|
*
|
|
* @method Phaser.Math#isEven
|
|
* @param {number} n - The number to check.
|
|
* @return {boolean} True if the given number is even. False if the given number is odd.
|
|
*/
|
|
isEven: function (n) {
|
|
|
|
if (n & 1)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Significantly faster version of Math.max
|
|
* See http://jsperf.com/math-s-min-max-vs-homemade/5
|
|
*
|
|
* @method Phaser.Math#max
|
|
* @return {number} The highest value from those given.
|
|
*/
|
|
max: function () {
|
|
|
|
for (var i = 1, max = 0, len = arguments.length; i < len; i++)
|
|
{
|
|
if (arguments[max] < arguments[i])
|
|
{
|
|
max = i;
|
|
}
|
|
}
|
|
|
|
return arguments[max];
|
|
|
|
},
|
|
|
|
/**
|
|
* Significantly faster version of Math.min
|
|
* See http://jsperf.com/math-s-min-max-vs-homemade/5
|
|
*
|
|
* @method Phaser.Math#min
|
|
* @return {number} The lowest value from those given.
|
|
*/
|
|
min: function () {
|
|
|
|
for (var i =1 , min = 0, len = arguments.length; i < len; i++)
|
|
{
|
|
if (arguments[i] < arguments[min])
|
|
{
|
|
min = i;
|
|
}
|
|
}
|
|
|
|
return arguments[min];
|
|
|
|
},
|
|
|
|
/**
|
|
* Keeps an angle value between -180 and +180<br>
|
|
* Should be called whenever the angle is updated on the Sprite to stop it from going insane.
|
|
*
|
|
* @method Phaser.Math#wrapAngle
|
|
* @param {number} angle - The angle value to check
|
|
* @return {number} The new angle value, returns the same as the input angle if it was within bounds.
|
|
*/
|
|
wrapAngle: function (angle) {
|
|
|
|
var result = angle;
|
|
|
|
// Nothing needs to change
|
|
if (angle >= -180 && angle <= 180)
|
|
{
|
|
return angle;
|
|
}
|
|
|
|
// Else normalise it to -180, 180
|
|
result = (angle + 180) % 360;
|
|
|
|
if (result < 0)
|
|
{
|
|
result += 360;
|
|
}
|
|
|
|
return result - 180;
|
|
|
|
},
|
|
|
|
/**
|
|
* Keeps an angle value between the given min and max values.
|
|
*
|
|
* @method Phaser.Math#angleLimit
|
|
* @param {number} angle - The angle value to check. Must be between -180 and +180.
|
|
* @param {number} min - The minimum angle that is allowed (must be -180 or greater).
|
|
* @param {number} max - The maximum angle that is allowed (must be 180 or less).
|
|
*
|
|
* @return {number} The new angle value, returns the same as the input angle if it was within bounds
|
|
*/
|
|
angleLimit: function (angle, min, max) {
|
|
var result = angle;
|
|
if (angle > max) {
|
|
result = max;
|
|
} else if (angle < min) {
|
|
result = min;
|
|
}
|
|
return result;
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.Math#linearInterpolation
|
|
* @param {number} v
|
|
* @param {number} k
|
|
* @return {number}
|
|
*/
|
|
linearInterpolation: function (v, k) {
|
|
var m = v.length - 1;
|
|
var f = m * k;
|
|
var i = Math.floor(f);
|
|
if (k < 0) {
|
|
return this.linear(v[0], v[1], f);
|
|
}
|
|
if (k > 1) {
|
|
return this.linear(v[m], v[m - 1], m - f);
|
|
}
|
|
return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i);
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.Math#bezierInterpolation
|
|
* @param {number} v
|
|
* @param {number} k
|
|
* @return {number}
|
|
*/
|
|
bezierInterpolation: function (v, k) {
|
|
var b = 0;
|
|
var n = v.length - 1;
|
|
for (var i = 0; i <= n; i++) {
|
|
b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i);
|
|
}
|
|
return b;
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.Math#catmullRomInterpolation
|
|
* @param {number} v
|
|
* @param {number} k
|
|
* @return {number}
|
|
*/
|
|
catmullRomInterpolation: function (v, k) {
|
|
|
|
var m = v.length - 1;
|
|
var f = m * k;
|
|
var i = Math.floor(f);
|
|
|
|
if (v[0] === v[m]) {
|
|
if (k < 0) {
|
|
i = Math.floor(f = m * (1 + k));
|
|
}
|
|
return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);
|
|
} else {
|
|
if (k < 0) {
|
|
return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]);
|
|
}
|
|
if (k > 1) {
|
|
return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);
|
|
}
|
|
return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.Math#Linear
|
|
* @param {number} p0
|
|
* @param {number} p1
|
|
* @param {number} t
|
|
* @return {number}
|
|
*/
|
|
linear: function (p0, p1, t) {
|
|
return (p1 - p0) * t + p0;
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#bernstein
|
|
* @param {number} n
|
|
* @param {number} i
|
|
* @return {number}
|
|
*/
|
|
bernstein: function (n, i) {
|
|
return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.Math#catmullRom
|
|
* @param {number} p0
|
|
* @param {number} p1
|
|
* @param {number} p2
|
|
* @param {number} p3
|
|
* @param {number} t
|
|
* @return {number}
|
|
*/
|
|
catmullRom: function (p0, p1, p2, p3, t) {
|
|
var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2;
|
|
return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#difference
|
|
* @param {number} a
|
|
* @param {number} b
|
|
* @return {number}
|
|
*/
|
|
difference: function (a, b) {
|
|
return Math.abs(a - b);
|
|
},
|
|
|
|
/**
|
|
* Fetch a random entry from the given array.
|
|
* Will return null if random selection is missing, or array has no entries.
|
|
*
|
|
* @method Phaser.Math#getRandom
|
|
* @param {array} objects - An array of objects.
|
|
* @param {number} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
|
|
* @param {number} length - Optional restriction on the number of values you want to randomly select from.
|
|
* @return {object} The random object that was selected.
|
|
*/
|
|
getRandom: function (objects, startIndex, length) {
|
|
|
|
if (typeof startIndex === "undefined") { startIndex = 0; }
|
|
if (typeof length === "undefined") { length = 0; }
|
|
|
|
if (objects != null) {
|
|
|
|
var l = length;
|
|
|
|
if ((l == 0) || (l > objects.length - startIndex))
|
|
{
|
|
l = objects.length - startIndex;
|
|
}
|
|
|
|
if (l > 0)
|
|
{
|
|
return objects[startIndex + Math.floor(Math.random() * l)];
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2.
|
|
*
|
|
* @method Phaser.Math#floor
|
|
* @param {number} Value Any number.
|
|
* @return {number} The rounded value of that number.
|
|
*/
|
|
floor: function (value) {
|
|
|
|
var n = value | 0;
|
|
|
|
return (value > 0) ? (n) : ((n != value) ? (n - 1) : (n));
|
|
|
|
},
|
|
|
|
/**
|
|
* Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3.
|
|
*
|
|
* @method Phaser.Math#ceil
|
|
* @param {number} value - Any number.
|
|
* @return {number} The rounded value of that number.
|
|
*/
|
|
ceil: function (value) {
|
|
var n = value | 0;
|
|
return (value > 0) ? ((n != value) ? (n + 1) : (n)) : (n);
|
|
},
|
|
|
|
/**
|
|
* Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at
|
|
* <p>
|
|
* The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function
|
|
* you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time.
|
|
* </p>
|
|
* @method Phaser.Math#sinCosGenerator
|
|
* @param {number} length - The length of the wave
|
|
* @param {number} sinAmplitude - The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
|
|
* @param {number} cosAmplitude - The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
|
|
* @param {number} frequency - The frequency of the sine and cosine table data
|
|
* @return {Array} Returns the sine table
|
|
*/
|
|
sinCosGenerator: function (length, sinAmplitude, cosAmplitude, frequency) {
|
|
|
|
if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; }
|
|
if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; }
|
|
if (typeof frequency === "undefined") { frequency = 1.0; }
|
|
|
|
var sin = sinAmplitude;
|
|
var cos = cosAmplitude;
|
|
var frq = frequency * Math.PI / length;
|
|
|
|
var cosTable = [];
|
|
var sinTable = [];
|
|
|
|
for (var c = 0; c < length; c++) {
|
|
|
|
cos -= sin * frq;
|
|
sin += cos * frq;
|
|
|
|
cosTable[c] = cos;
|
|
sinTable[c] = sin;
|
|
|
|
}
|
|
|
|
return { sin: sinTable, cos: cosTable };
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes the top element from the stack and re-inserts it onto the bottom, then returns it.
|
|
* The original stack is modified in the process. This effectively moves the position of the data from the start to the end of the table.
|
|
*
|
|
* @method Phaser.Math#shift
|
|
* @param {array} stack - The array to shift.
|
|
* @return {any} The shifted value.
|
|
*/
|
|
shift: function (stack) {
|
|
|
|
var s = stack.shift();
|
|
stack.push(s);
|
|
|
|
return s;
|
|
|
|
},
|
|
|
|
/**
|
|
* Shuffles the data in the given array into a new order
|
|
* @method Phaser.Math#shuffleArray
|
|
* @param {array} array - The array to shuffle
|
|
* @return {array} The array
|
|
*/
|
|
shuffleArray: function (array) {
|
|
|
|
for (var i = array.length - 1; i > 0; i--) {
|
|
|
|
var j = Math.floor(Math.random() * (i + 1));
|
|
var temp = array[i];
|
|
array[i] = array[j];
|
|
array[j] = temp;
|
|
}
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the distance between the two given set of coordinates.
|
|
*
|
|
* @method Phaser.Math#distance
|
|
* @param {number} x1
|
|
* @param {number} y1
|
|
* @param {number} x2
|
|
* @param {number} y2
|
|
* @return {number} The distance between this Point object and the destination Point object.
|
|
**/
|
|
distance: function (x1, y1, x2, y2) {
|
|
|
|
var dx = x1 - x2;
|
|
var dy = y1 - y2;
|
|
|
|
return Math.sqrt(dx * dx + dy * dy);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the rounded distance between the two given set of coordinates.
|
|
*
|
|
* @method Phaser.Math#distanceRounded
|
|
* @param {number} x1
|
|
* @param {number} y1
|
|
* @param {number} x2
|
|
* @param {number} y2
|
|
* @return {number} The distance between this Point object and the destination Point object.
|
|
**/
|
|
distanceRounded: function (x1, y1, x2, y2) {
|
|
|
|
return Math.round(Phaser.Math.distance(x1, y1, x2, y2));
|
|
|
|
},
|
|
|
|
/**
|
|
* Force a value within the boundaries of two values.
|
|
* Clamp value to range <a, b>
|
|
*
|
|
* @method Phaser.Math#clamp
|
|
* @param {number} x
|
|
* @param {number} a
|
|
* @param {number} b
|
|
* @return {number}
|
|
*/
|
|
clamp: function ( x, a, b ) {
|
|
|
|
return ( x < a ) ? a : ( ( x > b ) ? b : x );
|
|
|
|
},
|
|
|
|
/**
|
|
* Clamp value to range <a, inf).
|
|
*
|
|
* @method Phaser.Math#clampBottom
|
|
* @param {number} x
|
|
* @param {number} a
|
|
* @return {number}
|
|
*/
|
|
clampBottom: function ( x, a ) {
|
|
|
|
return x < a ? a : x;
|
|
|
|
},
|
|
|
|
/**
|
|
* Linear mapping from range <a1, a2> to range <b1, b2>
|
|
*
|
|
* @method Phaser.Math#mapLinear
|
|
* @param {number} x
|
|
* @param {number} a1
|
|
* @param {number} a1
|
|
* @param {number} a2
|
|
* @param {number} b1
|
|
* @param {number} b2
|
|
* @return {number}
|
|
*/
|
|
mapLinear: function ( x, a1, a2, b1, b2 ) {
|
|
|
|
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
|
|
|
|
},
|
|
|
|
/**
|
|
* Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
|
|
*
|
|
* @method Phaser.Math#smoothstep
|
|
* @param {number} x
|
|
* @param {number} min
|
|
* @param {number} max
|
|
* @return {number}
|
|
*/
|
|
smoothstep: function ( x, min, max ) {
|
|
|
|
if ( x <= min ) return 0;
|
|
if ( x >= max ) return 1;
|
|
|
|
x = ( x - min )/( max - min );
|
|
|
|
return x*x*(3 - 2*x);
|
|
|
|
},
|
|
|
|
/**
|
|
* Smootherstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
|
|
*
|
|
* @method Phaser.Math#smootherstep
|
|
* @param {number} x
|
|
* @param {number} min
|
|
* @param {number} max
|
|
* @return {number}
|
|
*/
|
|
smootherstep: function ( x, min, max ) {
|
|
|
|
if ( x <= min ) return 0;
|
|
if ( x >= max ) return 1;
|
|
|
|
x = ( x - min )/( max - min );
|
|
|
|
return x*x*x*(x*(x*6 - 15) + 10);
|
|
|
|
},
|
|
|
|
/**
|
|
* A value representing the sign of the value.
|
|
* -1 for negative, +1 for positive, 0 if value is 0
|
|
*
|
|
* @method Phaser.Math#sign
|
|
* @param {number} x
|
|
* @return {number}
|
|
*/
|
|
sign: function ( x ) {
|
|
|
|
return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
|
|
|
|
},
|
|
|
|
/**
|
|
* Convert degrees to radians.
|
|
*
|
|
* @method Phaser.Math#degToRad
|
|
* @return {function}
|
|
*/
|
|
degToRad: function() {
|
|
|
|
var degreeToRadiansFactor = Math.PI / 180;
|
|
|
|
return function ( degrees ) {
|
|
|
|
return degrees * degreeToRadiansFactor;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
/**
|
|
* Convert degrees to radians.
|
|
*
|
|
* @method Phaser.Math#radToDeg
|
|
* @return {function}
|
|
*/
|
|
radToDeg: function() {
|
|
|
|
var radianToDegreesFactor = 180 / Math.PI;
|
|
|
|
return function ( radians ) {
|
|
|
|
return radians * radianToDegreesFactor;
|
|
|
|
};
|
|
|
|
}()
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
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</section>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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on Wed Oct 02 2013 15:04:48 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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