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1935 lines
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Text.html">Text</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
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</li>
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<li class="class-depth-0">
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<a href="RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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</ul>
|
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</li>
|
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
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class="caret"></b></a>
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<ul class="dropdown-menu ">
|
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<li class="class-depth-0">
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<a href="global.html#append">append</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#apply">apply</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#applyInverse">applyInverse</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#blendModes">blendModes</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#clone">clone</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#contains">contains</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#fromArray">fromArray</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#identity">identity</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#rotate">rotate</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#scale">scale</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#scaleModes">scaleModes</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#sort">sort</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#toArray">toArray</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#translate">translate</a>
|
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</li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
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<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
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<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
</ul>
|
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</li>
|
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|
|
<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
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</ul>
|
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</li>
|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
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</ul>
|
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</li>
|
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|
|
<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/learn">Weekly Coding Tips</a></li>
|
|
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
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<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
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|
|
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<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/geom/Point.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2015 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
|
|
* The following code creates a point at (0,0):
|
|
* `var myPoint = new Phaser.Point();`
|
|
* You can also use them as 2D Vectors and you'll find different vector related methods in this class.
|
|
*
|
|
* @class Phaser.Point
|
|
* @constructor
|
|
* @param {number} [x=0] - The horizontal position of this Point.
|
|
* @param {number} [y=0] - The vertical position of this Point.
|
|
*/
|
|
Phaser.Point = function (x, y) {
|
|
|
|
x = x || 0;
|
|
y = y || 0;
|
|
|
|
/**
|
|
* @property {number} x - The x value of the point.
|
|
*/
|
|
this.x = x;
|
|
|
|
/**
|
|
* @property {number} y - The y value of the point.
|
|
*/
|
|
this.y = y;
|
|
|
|
/**
|
|
* @property {number} type - The const type of this object.
|
|
* @readonly
|
|
*/
|
|
this.type = Phaser.POINT;
|
|
|
|
};
|
|
|
|
Phaser.Point.prototype = {
|
|
|
|
/**
|
|
* Copies the x and y properties from any given object to this Point.
|
|
*
|
|
* @method Phaser.Point#copyFrom
|
|
* @param {any} source - The object to copy from.
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
copyFrom: function (source) {
|
|
|
|
return this.setTo(source.x, source.y);
|
|
|
|
},
|
|
|
|
/**
|
|
* Inverts the x and y values of this Point
|
|
*
|
|
* @method Phaser.Point#invert
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
invert: function () {
|
|
|
|
return this.setTo(this.y, this.x);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the `x` and `y` values of this Point object to the given values.
|
|
* If you omit the `y` value then the `x` value will be applied to both, for example:
|
|
* `Point.setTo(2)` is the same as `Point.setTo(2, 2)`
|
|
*
|
|
* @method Phaser.Point#setTo
|
|
* @param {number} x - The horizontal value of this point.
|
|
* @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place.
|
|
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
setTo: function (x, y) {
|
|
|
|
this.x = x || 0;
|
|
this.y = y || ( (y !== 0) ? this.x : 0 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the `x` and `y` values of this Point object to the given values.
|
|
* If you omit the `y` value then the `x` value will be applied to both, for example:
|
|
* `Point.setTo(2)` is the same as `Point.setTo(2, 2)`
|
|
*
|
|
* @method Phaser.Point#set
|
|
* @param {number} x - The horizontal value of this point.
|
|
* @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place.
|
|
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
set: function (x, y) {
|
|
|
|
this.x = x || 0;
|
|
this.y = y || ( (y !== 0) ? this.x : 0 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds the given x and y values to this Point.
|
|
*
|
|
* @method Phaser.Point#add
|
|
* @param {number} x - The value to add to Point.x.
|
|
* @param {number} y - The value to add to Point.y.
|
|
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
add: function (x, y) {
|
|
|
|
this.x += x;
|
|
this.y += y;
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Subtracts the given x and y values from this Point.
|
|
*
|
|
* @method Phaser.Point#subtract
|
|
* @param {number} x - The value to subtract from Point.x.
|
|
* @param {number} y - The value to subtract from Point.y.
|
|
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
subtract: function (x, y) {
|
|
|
|
this.x -= x;
|
|
this.y -= y;
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Multiplies Point.x and Point.y by the given x and y values. Sometimes known as `Scale`.
|
|
*
|
|
* @method Phaser.Point#multiply
|
|
* @param {number} x - The value to multiply Point.x by.
|
|
* @param {number} y - The value to multiply Point.x by.
|
|
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
multiply: function (x, y) {
|
|
|
|
this.x *= x;
|
|
this.y *= y;
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Divides Point.x and Point.y by the given x and y values.
|
|
*
|
|
* @method Phaser.Point#divide
|
|
* @param {number} x - The value to divide Point.x by.
|
|
* @param {number} y - The value to divide Point.x by.
|
|
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
divide: function (x, y) {
|
|
|
|
this.x /= x;
|
|
this.y /= y;
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Clamps the x value of this Point to be between the given min and max.
|
|
*
|
|
* @method Phaser.Point#clampX
|
|
* @param {number} min - The minimum value to clamp this Point to.
|
|
* @param {number} max - The maximum value to clamp this Point to.
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
clampX: function (min, max) {
|
|
|
|
this.x = Phaser.Math.clamp(this.x, min, max);
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Clamps the y value of this Point to be between the given min and max
|
|
*
|
|
* @method Phaser.Point#clampY
|
|
* @param {number} min - The minimum value to clamp this Point to.
|
|
* @param {number} max - The maximum value to clamp this Point to.
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
clampY: function (min, max) {
|
|
|
|
this.y = Phaser.Math.clamp(this.y, min, max);
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Clamps this Point object values to be between the given min and max.
|
|
*
|
|
* @method Phaser.Point#clamp
|
|
* @param {number} min - The minimum value to clamp this Point to.
|
|
* @param {number} max - The maximum value to clamp this Point to.
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
clamp: function (min, max) {
|
|
|
|
this.x = Phaser.Math.clamp(this.x, min, max);
|
|
this.y = Phaser.Math.clamp(this.y, min, max);
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a copy of the given Point.
|
|
*
|
|
* @method Phaser.Point#clone
|
|
* @param {Phaser.Point} [output] Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
|
|
* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
clone: function (output) {
|
|
|
|
if (typeof output === "undefined" || output === null)
|
|
{
|
|
output = new Phaser.Point(this.x, this.y);
|
|
}
|
|
else
|
|
{
|
|
output.setTo(this.x, this.y);
|
|
}
|
|
|
|
return output;
|
|
|
|
},
|
|
|
|
/**
|
|
* Copies the x and y properties from this Point to any given object.
|
|
*
|
|
* @method Phaser.Point#copyTo
|
|
* @param {any} dest - The object to copy to.
|
|
* @return {object} The dest object.
|
|
*/
|
|
copyTo: function (dest) {
|
|
|
|
dest.x = this.x;
|
|
dest.y = this.y;
|
|
|
|
return dest;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)
|
|
*
|
|
* @method Phaser.Point#distance
|
|
* @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.
|
|
* @param {boolean} [round] - Round the distance to the nearest integer (default false).
|
|
* @return {number} The distance between this Point object and the destination Point object.
|
|
*/
|
|
distance: function (dest, round) {
|
|
|
|
return Phaser.Point.distance(this, dest, round);
|
|
|
|
},
|
|
|
|
/**
|
|
* Determines whether the given objects x/y values are equal to this Point object.
|
|
*
|
|
* @method Phaser.Point#equals
|
|
* @param {Phaser.Point|any} a - The object to compare with this Point.
|
|
* @return {boolean} A value of true if the x and y points are equal, otherwise false.
|
|
*/
|
|
equals: function (a) {
|
|
|
|
return (a.x === this.x && a.y === this.y);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the angle between this Point object and another object with public x and y properties.
|
|
*
|
|
* @method Phaser.Point#angle
|
|
* @param {Phaser.Point|any} a - The object to get the angle from this Point to.
|
|
* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
|
|
* @return {number} The angle between the two objects.
|
|
*/
|
|
angle: function (a, asDegrees) {
|
|
|
|
if (typeof asDegrees === 'undefined') { asDegrees = false; }
|
|
|
|
if (asDegrees)
|
|
{
|
|
return Phaser.Math.radToDeg(Math.atan2(a.y - this.y, a.x - this.x));
|
|
}
|
|
else
|
|
{
|
|
return Math.atan2(a.y - this.y, a.x - this.x);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Rotates this Point around the x/y coordinates given to the desired angle.
|
|
*
|
|
* @method Phaser.Point#rotate
|
|
* @param {number} x - The x coordinate of the anchor point.
|
|
* @param {number} y - The y coordinate of the anchor point.
|
|
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
|
|
* @param {boolean} asDegrees - Is the given rotation in radians (false) or degrees (true)?
|
|
* @param {number} [distance] - An optional distance constraint between the Point and the anchor.
|
|
* @return {Phaser.Point} The modified point object.
|
|
*/
|
|
rotate: function (x, y, angle, asDegrees, distance) {
|
|
|
|
return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance);
|
|
|
|
},
|
|
|
|
/**
|
|
* Calculates the length of the Point object.
|
|
*
|
|
* @method Phaser.Point#getMagnitude
|
|
* @return {number} The length of the Point.
|
|
*/
|
|
getMagnitude: function () {
|
|
|
|
return Math.sqrt((this.x * this.x) + (this.y * this.y));
|
|
|
|
},
|
|
|
|
/**
|
|
* Calculates the length squared of the Point object.
|
|
*
|
|
* @method Phaser.Point#getMagnitudeSq
|
|
* @return {number} The length ^ 2 of the Point.
|
|
*/
|
|
getMagnitudeSq: function () {
|
|
|
|
return (this.x * this.x) + (this.y * this.y);
|
|
|
|
},
|
|
|
|
/**
|
|
* Alters the length of the Point without changing the direction.
|
|
*
|
|
* @method Phaser.Point#setMagnitude
|
|
* @param {number} magnitude - The desired magnitude of the resulting Point.
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
setMagnitude: function (magnitude) {
|
|
|
|
return this.normalize().multiply(magnitude, magnitude);
|
|
|
|
},
|
|
|
|
/**
|
|
* Alters the Point object so that its length is 1, but it retains the same direction.
|
|
*
|
|
* @method Phaser.Point#normalize
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
normalize: function () {
|
|
|
|
if (!this.isZero())
|
|
{
|
|
var m = this.getMagnitude();
|
|
this.x /= m;
|
|
this.y /= m;
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Determine if this point is at 0,0.
|
|
*
|
|
* @method Phaser.Point#isZero
|
|
* @return {boolean} True if this Point is 0,0, otherwise false.
|
|
*/
|
|
isZero: function () {
|
|
|
|
return (this.x === 0 && this.y === 0);
|
|
|
|
},
|
|
|
|
/**
|
|
* The dot product of this and another Point object.
|
|
*
|
|
* @method Phaser.Point#dot
|
|
* @param {Phaser.Point} a - The Point object to get the dot product combined with this Point.
|
|
* @return {number} The result.
|
|
*/
|
|
dot: function (a) {
|
|
|
|
return ((this.x * a.x) + (this.y * a.y));
|
|
|
|
},
|
|
|
|
/**
|
|
* The cross product of this and another Point object.
|
|
*
|
|
* @method Phaser.Point#cross
|
|
* @param {Phaser.Point} a - The Point object to get the cross product combined with this Point.
|
|
* @return {number} The result.
|
|
*/
|
|
cross: function (a) {
|
|
|
|
return ((this.x * a.y) - (this.y * a.x));
|
|
|
|
},
|
|
|
|
/**
|
|
* Make this Point perpendicular (90 degrees rotation)
|
|
*
|
|
* @method Phaser.Point#perp
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
perp: function () {
|
|
|
|
return this.setTo(-this.y, this.x);
|
|
|
|
},
|
|
|
|
/**
|
|
* Make this Point perpendicular (-90 degrees rotation)
|
|
*
|
|
* @method Phaser.Point#rperp
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
rperp: function () {
|
|
|
|
return this.setTo(this.y, -this.x);
|
|
|
|
},
|
|
|
|
/**
|
|
* Right-hand normalize (make unit length) this Point.
|
|
*
|
|
* @method Phaser.Point#normalRightHand
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
normalRightHand: function () {
|
|
|
|
return this.setTo(this.y * -1, this.x);
|
|
|
|
},
|
|
|
|
/**
|
|
* Math.floor() both the x and y properties of this Point.
|
|
*
|
|
* @method Phaser.Point#floor
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
floor: function () {
|
|
|
|
return this.setTo(Math.floor(this.x), Math.floor(this.y));
|
|
|
|
},
|
|
|
|
/**
|
|
* Math.ceil() both the x and y properties of this Point.
|
|
*
|
|
* @method Phaser.Point#ceil
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
ceil: function () {
|
|
|
|
return this.setTo(Math.ceil(this.x), Math.ceil(this.y));
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns a string representation of this object.
|
|
*
|
|
* @method Phaser.Point#toString
|
|
* @return {string} A string representation of the instance.
|
|
*/
|
|
toString: function () {
|
|
|
|
return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Point.prototype.constructor = Phaser.Point;
|
|
|
|
/**
|
|
* Adds the coordinates of two points together to create a new point.
|
|
*
|
|
* @method Phaser.Point.add
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
|
|
* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
Phaser.Point.add = function (a, b, out) {
|
|
|
|
if (typeof out === "undefined") { out = new Phaser.Point(); }
|
|
|
|
out.x = a.x + b.x;
|
|
out.y = a.y + b.y;
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Subtracts the coordinates of two points to create a new point.
|
|
*
|
|
* @method Phaser.Point.subtract
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
|
|
* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
Phaser.Point.subtract = function (a, b, out) {
|
|
|
|
if (typeof out === "undefined") { out = new Phaser.Point(); }
|
|
|
|
out.x = a.x - b.x;
|
|
out.y = a.y - b.y;
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Multiplies the coordinates of two points to create a new point.
|
|
*
|
|
* @method Phaser.Point.multiply
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
|
|
* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
Phaser.Point.multiply = function (a, b, out) {
|
|
|
|
if (typeof out === "undefined") { out = new Phaser.Point(); }
|
|
|
|
out.x = a.x * b.x;
|
|
out.y = a.y * b.y;
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Divides the coordinates of two points to create a new point.
|
|
*
|
|
* @method Phaser.Point.divide
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
|
|
* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
Phaser.Point.divide = function (a, b, out) {
|
|
|
|
if (typeof out === "undefined") { out = new Phaser.Point(); }
|
|
|
|
out.x = a.x / b.x;
|
|
out.y = a.y / b.y;
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.
|
|
*
|
|
* @method Phaser.Point.equals
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @return {boolean} A value of true if the Points are equal, otherwise false.
|
|
*/
|
|
Phaser.Point.equals = function (a, b) {
|
|
|
|
return (a.x === b.x && a.y === b.y);
|
|
|
|
};
|
|
|
|
/**
|
|
* Returns the 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 (typeof 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 (typeof 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 (typeof 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 (typeof 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 (typeof 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 (typeof 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 (typeof 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 (typeof 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 (typeof 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 around the x/y coordinates given to the desired angle.
|
|
*
|
|
* @method Phaser.Point.rotate
|
|
* @param {Phaser.Point} a - The Point object to rotate.
|
|
* @param {number} x - The x coordinate of the anchor point
|
|
* @param {number} y - The y coordinate of the anchor point
|
|
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
|
|
* @param {boolean} [asDegrees=false] - Is the given rotation in radians (false) or degrees (true)?
|
|
* @param {number} [distance] - An optional distance constraint between the Point and the anchor.
|
|
* @return {Phaser.Point} The modified point object.
|
|
*/
|
|
Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) {
|
|
|
|
asDegrees = asDegrees || false;
|
|
distance = distance || null;
|
|
|
|
if (asDegrees)
|
|
{
|
|
angle = Phaser.Math.degToRad(angle);
|
|
}
|
|
|
|
// Get distance from origin (cx/cy) to this point
|
|
if (distance === null)
|
|
{
|
|
distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y)));
|
|
}
|
|
|
|
var requiredAngle = angle + Math.atan2(a.y - y, a.x - x);
|
|
|
|
return a.setTo(x + distance * Math.cos(requiredAngle), y + distance * Math.sin(requiredAngle));
|
|
|
|
};
|
|
|
|
/**
|
|
* 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 (typeof 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;
|
|
|
|
};
|
|
|
|
// Because PIXI uses its own Point, we'll replace it with ours to avoid duplicating code or confusion.
|
|
PIXI.Point = Phaser.Point;
|
|
</pre>
|
|
</article>
|
|
</section>
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<div class="clearfix"></div>
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<footer>
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|
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<span class="copyright">
|
|
Phaser Copyright © 2012-2015 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 3.3.0-alpha10</a>
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on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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