phaser/TS Source/utils/PointUtils.js
2013-08-28 07:02:57 +01:00

203 lines
9.9 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser
*/
var Phaser;
(function (Phaser) {
/**
* A collection of methods useful for manipulating and comparing Point objects.
*
* @class PointUtils
*/
var PointUtils = (function () {
function PointUtils() { }
PointUtils.add = /**
* Adds the coordinates of two points together to create a new point.
* @method add
* @param {Phaser.Point} a The first Point object.
* @param {Phaser.Point} b The second Point object.
* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
function add(a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
return out.setTo(a.x + b.x, a.y + b.y);
};
PointUtils.subtract = /**
* Subtracts the coordinates of two points to create a new point.
* @method subtract
* @param {Phaser.Point} a The first Point object.
* @param {Phaser.Point} b The second Point object.
* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
function subtract(a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
return out.setTo(a.x - b.x, a.y - b.y);
};
PointUtils.multiply = /**
* Multiplies the coordinates of two points to create a new point.
* @method subtract
* @param {Phaser.Point} a The first Point object.
* @param {Phaser.Point} b The second Point object.
* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
function multiply(a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
return out.setTo(a.x * b.x, a.y * b.y);
};
PointUtils.divide = /**
* Divides the coordinates of two points to create a new point.
* @method subtract
* @param {Phaser.Point} a The first Point object.
* @param {Phaser.Point} b The second Point object.
* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
function divide(a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Point(); }
return out.setTo(a.x / b.x, a.y / b.y);
};
PointUtils.clamp = /**
* Clamps the Point object values to be between the given min and max
* @method clamp
* @param {Phaser.Point} a The point.
* @param {Number} min The minimum value to clamp this Point to
* @param {Number} max The maximum value to clamp this Point to
* @return {Phaser.Point} This Point object.
*/
function clamp(a, min, max) {
Phaser.PointUtils.clampX(a, min, max);
Phaser.PointUtils.clampY(a, min, max);
return a;
};
PointUtils.clampX = /**
* Clamps the x value of the given Point object to be between the min and max values.
* @method clampX
* @param {Phaser.Point} a The point.
* @param {Number} min The minimum value to clamp this Point to
* @param {Number} max The maximum value to clamp this Point to
* @return {Phaser.Point} This Point object.
*/
function clampX(a, min, max) {
a.x = Math.max(Math.min(a.x, max), min);
return a;
};
PointUtils.clampY = /**
* Clamps the y value of the given Point object to be between the min and max values.
* @method clampY
* @param {Phaser.Point} a The point.
* @param {Number} min The minimum value to clamp this Point to
* @param {Number} max The maximum value to clamp this Point to
* @return {Phaser.Point} This Point object.
*/
function clampY(a, min, max) {
a.y = Math.max(Math.min(a.y, max), min);
return a;
};
PointUtils.clone = /**
* Creates a copy of the given Point.
* @method clone
* @param {Phaser.Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
* @return {Phaser.Point} The new Point object.
*/
function clone(a, output) {
if (typeof output === "undefined") { output = new Phaser.Point(); }
return output.setTo(a.x, a.y);
};
PointUtils.distanceBetween = /**
* Returns the distance between the two given Point objects.
* @method distanceBetween
* @param {Phaser.Point} a The first Point object.
* @param {Phaser.Point} b The second Point object.
* @param {bool} round Round the distance to the nearest integer (default false)
* @return {Number} The distance between the two Point objects.
*/
function distanceBetween(a, b, round) {
if (typeof round === "undefined") { round = false; }
var dx = a.x - b.x;
var dy = a.y - b.y;
if(round === true) {
return Math.round(Math.sqrt(dx * dx + dy * dy));
} else {
return Math.sqrt(dx * dx + dy * dy);
}
};
PointUtils.equals = /**
* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.
* @method equals
* @param {Phaser.Point} a The first Point object.
* @param {Phaser.Point} b The second Point object.
* @return {bool} A value of true if the Points are equal, otherwise false.
*/
function equals(a, b) {
return (a.x == b.x && a.y == b.y);
};
PointUtils.rotate = /**
* Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2.
* The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2).
* @method interpolate
* @param {Phaser.Point} pointA The first Point object.
* @param {Phaser.Point} pointB 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.
* @return {Phaser.Point} The new interpolated Point object.
*/
//public static interpolate(pointA, pointB, f) {
// TODO!
//}
/**
* Converts a pair of polar coordinates to a Cartesian point coordinate.
* @method polar
* @param {Number} length The length coordinate of the polar pair.
* @param {Number} angle The angle, in radians, of the polar pair.
* @return {Phaser.Point} The new Cartesian Point object.
*/
//public static polar(length, angle) {
// TODO!
//}
/**
* Rotates a Point around the x/y coordinates given to the desired angle.
* @method rotate
* @param {Phaser.Point} a The Point object to rotate.
* @param {Number} x The x coordinate of the anchor point
* @param {Number} y The y coordinate of the anchor point
* @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to.
* @param {bool} asDegrees Is the given rotation in radians (false) or degrees (true)?
* @param {Number} distance An optional distance constraint between the Point and the anchor.
* @return {Phaser.Point} The modified point object
*/
function rotate(a, x, y, angle, asDegrees, distance) {
if (typeof asDegrees === "undefined") { asDegrees = false; }
if (typeof distance === "undefined") { distance = null; }
if(asDegrees) {
angle = angle * Phaser.GameMath.DEG_TO_RAD;
}
// Get distance from origin (cx/cy) to this point
if(distance === null) {
distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y)));
}
return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle));
};
PointUtils.rotateAroundPoint = /**
* Rotates a Point around the given Point to the desired angle.
* @method rotateAroundPoint
* @param {Phaser.Point} a The Point object to rotate.
* @param {Phaser.Point} b The Point object to serve as point of rotation.
* @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to.
* @param {bool} asDegrees Is the given rotation in radians (false) or degrees (true)?
* @param {Number} distance An optional distance constraint between the Point and the anchor.
* @return {Phaser.Point} The modified point object
*/
function rotateAroundPoint(a, b, angle, asDegrees, distance) {
if (typeof asDegrees === "undefined") { asDegrees = false; }
if (typeof distance === "undefined") { distance = null; }
return Phaser.PointUtils.rotate(a, b.x, b.y, angle, asDegrees, distance);
};
return PointUtils;
})();
Phaser.PointUtils = PointUtils;
})(Phaser || (Phaser = {}));