mirror of
https://github.com/photonstorm/phaser
synced 2024-11-16 01:38:23 +00:00
1081 lines
30 KiB
HTML
1081 lines
30 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: geom/Point.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser</a>
|
|
<ul class="nav">
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapData.html">BitmapData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Back.html">Back</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Circular.html">Circular</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Linear.html">Linear</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Ellipse.html">Ellipse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Filter.html">Filter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Gamepad.html">Gamepad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Image.html">Image</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Line.html">Line</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particle.html">Particle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Ninja.html">Ninja</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.P2.html">P2</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Material.html">Material</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RetroFont.html">RetroFont</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SinglePad.html">SinglePad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: geom/Point.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Creates a new Point. If you pass no parameters a Point is created set to (0,0).
|
|
* @class Phaser.Point
|
|
* @classdesc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
|
|
* @constructor
|
|
* @param {number} x The horizontal position of this Point (default 0)
|
|
* @param {number} y The vertical position of this Point (default 0)
|
|
*/
|
|
Phaser.Point = function (x, y) {
|
|
|
|
x = x || 0;
|
|
y = y || 0;
|
|
|
|
/**
|
|
* @property {number} x - The x coordinate of the point.
|
|
*/
|
|
this.x = x;
|
|
|
|
/**
|
|
* @property {number} y - The y coordinate of the point.
|
|
*/
|
|
this.y = y;
|
|
|
|
};
|
|
|
|
Phaser.Point.prototype = {
|
|
|
|
/**
|
|
* Copies the x and y properties from any given object to this Point.
|
|
* @method Phaser.Point#copyFrom
|
|
* @param {any} source - The object to copy from.
|
|
* @return {Point} This Point object.
|
|
*/
|
|
copyFrom: function (source) {
|
|
return this.setTo(source.x, source.y);
|
|
},
|
|
|
|
/**
|
|
* Inverts the x and y values of this Point
|
|
* @method Phaser.Point#invert
|
|
* @return {Point} This Point object.
|
|
*/
|
|
invert: function () {
|
|
return this.setTo(this.y, this.x);
|
|
},
|
|
|
|
/**
|
|
* Sets the x and y values of this Point object to the given coordinates.
|
|
* @method Phaser.Point#setTo
|
|
* @param {number} x - The horizontal position of this point.
|
|
* @param {number} y - The vertical position of this point.
|
|
* @return {Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
setTo: function (x, y) {
|
|
|
|
this.x = x || 0;
|
|
this.y = y || ( (y !== 0) ? this.x : 0 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the x and y values of this Point object to the given coordinates.
|
|
* @method Phaser.Point#set
|
|
* @param {number} x - The horizontal position of this point.
|
|
* @param {number} y - The vertical position of this point.
|
|
* @return {Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
set: function (x, y) {
|
|
|
|
this.x = x || 0;
|
|
this.y = y || ( (y !== 0) ? this.x : 0 );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds the given x and y values to this Point.
|
|
* @method Phaser.Point#add
|
|
* @param {number} x - The value to add to Point.x.
|
|
* @param {number} y - The value to add to Point.y.
|
|
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
add: function (x, y) {
|
|
|
|
this.x += x;
|
|
this.y += y;
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Subtracts the given x and y values from this Point.
|
|
* @method Phaser.Point#subtract
|
|
* @param {number} x - The value to subtract from Point.x.
|
|
* @param {number} y - The value to subtract from Point.y.
|
|
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
subtract: function (x, y) {
|
|
|
|
this.x -= x;
|
|
this.y -= y;
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Multiplies Point.x and Point.y by the given x and y values.
|
|
* @method Phaser.Point#multiply
|
|
* @param {number} x - The value to multiply Point.x by.
|
|
* @param {number} y - The value to multiply Point.x by.
|
|
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
multiply: function (x, y) {
|
|
|
|
this.x *= x;
|
|
this.y *= y;
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Divides Point.x and Point.y by the given x and y values.
|
|
* @method Phaser.Point#divide
|
|
* @param {number} x - The value to divide Point.x by.
|
|
* @param {number} y - The value to divide Point.x by.
|
|
* @return {Phaser.Point} This Point object. Useful for chaining method calls.
|
|
*/
|
|
divide: function (x, y) {
|
|
|
|
this.x /= x;
|
|
this.y /= y;
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Clamps the x value of this Point to be between the given min and max.
|
|
* @method Phaser.Point#clampX
|
|
* @param {number} min - The minimum value to clamp this Point to.
|
|
* @param {number} max - The maximum value to clamp this Point to.
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
clampX: function (min, max) {
|
|
|
|
this.x = Phaser.Math.clamp(this.x, min, max);
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Clamps the y value of this Point to be between the given min and max
|
|
* @method Phaser.Point#clampY
|
|
* @param {number} min - The minimum value to clamp this Point to.
|
|
* @param {number} max - The maximum value to clamp this Point to.
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
clampY: function (min, max) {
|
|
|
|
this.y = Phaser.Math.clamp(this.y, min, max);
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Clamps this Point object values to be between the given min and max.
|
|
* @method Phaser.Point#clamp
|
|
* @param {number} min - The minimum value to clamp this Point to.
|
|
* @param {number} max - The maximum value to clamp this Point to.
|
|
* @return {Phaser.Point} This Point object.
|
|
*/
|
|
clamp: function (min, max) {
|
|
|
|
this.x = Phaser.Math.clamp(this.x, min, max);
|
|
this.y = Phaser.Math.clamp(this.y, min, max);
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a copy of the given Point.
|
|
* @method Phaser.Point#clone
|
|
* @param {Phaser.Point} [output] Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
|
|
* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
clone: function (output) {
|
|
|
|
if (typeof output === "undefined")
|
|
{
|
|
output = new Phaser.Point(this.x, this.y);
|
|
}
|
|
else
|
|
{
|
|
output.setTo(this.x, this.y);
|
|
}
|
|
|
|
return output;
|
|
|
|
},
|
|
|
|
/**
|
|
* Copies the x and y properties from this Point to any given object.
|
|
* @method Phaser.Point#copyTo
|
|
* @param {any} dest - The object to copy to.
|
|
* @return {Object} The dest object.
|
|
*/
|
|
copyTo: function(dest) {
|
|
|
|
dest.x = this.x;
|
|
dest.y = this.y;
|
|
|
|
return dest;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)
|
|
* @method Phaser.Point#distance
|
|
* @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.
|
|
* @param {boolean} [round] - Round the distance to the nearest integer (default false).
|
|
* @return {number} The distance between this Point object and the destination Point object.
|
|
*/
|
|
distance: function (dest, round) {
|
|
return Phaser.Point.distance(this, dest, round);
|
|
},
|
|
|
|
/**
|
|
* Determines whether the given objects x/y values are equal to this Point object.
|
|
* @method Phaser.Point#equals
|
|
* @param {Phaser.Point} a - The first object to compare.
|
|
* @return {boolean} A value of true if the Points are equal, otherwise false.
|
|
*/
|
|
equals: function (a) {
|
|
return (a.x == this.x && a.y == this.y);
|
|
},
|
|
|
|
/**
|
|
* Rotates this Point around the x/y coordinates given to the desired angle.
|
|
* @method Phaser.Point#rotate
|
|
* @param {number} x - The x coordinate of the anchor point
|
|
* @param {number} y - The y coordinate of the anchor point
|
|
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
|
|
* @param {boolean} asDegrees - Is the given rotation in radians (false) or degrees (true)?
|
|
* @param {number} [distance] - An optional distance constraint between the Point and the anchor.
|
|
* @return {Phaser.Point} The modified point object.
|
|
*/
|
|
rotate: function (x, y, angle, asDegrees, distance) {
|
|
return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance);
|
|
},
|
|
|
|
/**
|
|
* Calculates the length of the vector
|
|
* @method Phaser.Point#getMagnitude
|
|
* @return {number} the length of the vector
|
|
*/
|
|
getMagnitude: function() {
|
|
return Math.sqrt((this.x * this.x) + (this.y * this.y));
|
|
},
|
|
|
|
/**
|
|
* Alters the length of the vector without changing the direction
|
|
* @method Phaser.Point#setMagnitude
|
|
* @param {number} magnitude the desired magnitude of the resulting vector
|
|
* @return {Phaser.Point} the modified original vector
|
|
*/
|
|
setMagnitude: function(magnitude) {
|
|
return this.normalize().multiply(magnitude, magnitude);
|
|
},
|
|
|
|
/**
|
|
* Alters the vector so that its length is 1, but it retains the same direction
|
|
* @method Phaser.Point#normalize
|
|
* @return {Phaser.Point} the modified original vector
|
|
*/
|
|
normalize: function() {
|
|
|
|
if(!this.isZero()) {
|
|
var m = this.getMagnitude();
|
|
this.x /= m;
|
|
this.y /= m;
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Determine if this point is at 0,0
|
|
* @method Phaser.Point#isZero
|
|
* @return {boolean} True if this Point is 0,0, otherwise false
|
|
*/
|
|
isZero: function() {
|
|
return (this.x === 0 && this.y === 0);
|
|
},
|
|
|
|
/**
|
|
* Returns a string representation of this object.
|
|
* @method Phaser.Point#toString
|
|
* @return {string} A string representation of the instance.
|
|
*/
|
|
toString: function () {
|
|
return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Point.prototype.constructor = Phaser.Point;
|
|
|
|
/**
|
|
* Adds the coordinates of two points together to create a new point.
|
|
* @method Phaser.Point.add
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
|
|
* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
Phaser.Point.add = function (a, b, out) {
|
|
|
|
if (typeof out === "undefined") { out = new Phaser.Point(); }
|
|
|
|
out.x = a.x + b.x;
|
|
out.y = a.y + b.y;
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Subtracts the coordinates of two points to create a new point.
|
|
* @method Phaser.Point.subtract
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
|
|
* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
Phaser.Point.subtract = function (a, b, out) {
|
|
|
|
if (typeof out === "undefined") { out = new Phaser.Point(); }
|
|
|
|
out.x = a.x - b.x;
|
|
out.y = a.y - b.y;
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Multiplies the coordinates of two points to create a new point.
|
|
* @method Phaser.Point.multiply
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
|
|
* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
Phaser.Point.multiply = function (a, b, out) {
|
|
|
|
if (typeof out === "undefined") { out = new Phaser.Point(); }
|
|
|
|
out.x = a.x * b.x;
|
|
out.y = a.y * b.y;
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Divides the coordinates of two points to create a new point.
|
|
* @method Phaser.Point.divide
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
|
|
* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
Phaser.Point.divide = function (a, b, out) {
|
|
|
|
if (typeof out === "undefined") { out = new Phaser.Point(); }
|
|
|
|
out.x = a.x / b.x;
|
|
out.y = a.y / b.y;
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.
|
|
* @method Phaser.Point.equals
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @return {boolean} A value of true if the Points are equal, otherwise false.
|
|
*/
|
|
Phaser.Point.equals = function (a, b) {
|
|
return (a.x == b.x && a.y == b.y);
|
|
};
|
|
|
|
/**
|
|
* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties).
|
|
* @method Phaser.Point.distance
|
|
* @param {object} a - The target object. Must have visible x and y properties that represent the center of the object.
|
|
* @param {object} b - The target object. Must have visible x and y properties that represent the center of the object.
|
|
* @param {boolean} [round] - Round the distance to the nearest integer (default false).
|
|
* @return {number} The distance between this Point object and the destination Point object.
|
|
*/
|
|
Phaser.Point.distance = function (a, b, round) {
|
|
|
|
if (typeof round === "undefined") { round = false; }
|
|
|
|
if (round)
|
|
{
|
|
return Phaser.Math.distanceRound(a.x, a.y, b.x, b.y);
|
|
}
|
|
else
|
|
{
|
|
return Phaser.Math.distance(a.x, a.y, b.x, b.y);
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Rotates a Point around the x/y coordinates given to the desired angle.
|
|
* @method Phaser.Point.rotate
|
|
* @param {Phaser.Point} a - The Point object to rotate.
|
|
* @param {number} x - The x coordinate of the anchor point
|
|
* @param {number} y - The y coordinate of the anchor point
|
|
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
|
|
* @param {boolean} asDegrees - Is the given rotation in radians (false) or degrees (true)?
|
|
* @param {number} distance - An optional distance constraint between the Point and the anchor.
|
|
* @return {Phaser.Point} The modified point object.
|
|
*/
|
|
Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) {
|
|
|
|
asDegrees = asDegrees || false;
|
|
distance = distance || null;
|
|
|
|
if (asDegrees)
|
|
{
|
|
angle = Phaser.Math.degToRad(angle);
|
|
}
|
|
|
|
// Get distance from origin (cx/cy) to this point
|
|
if (distance === null)
|
|
{
|
|
distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y)));
|
|
}
|
|
|
|
return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle));
|
|
|
|
};
|
|
|
|
/**
|
|
* 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;
|
|
|
|
};
|
|
|
|
// 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>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Fri Apr 11 2014 13:25:03 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
anchorName : function(i, heading, prefix) {
|
|
return $(heading).attr("id") || ( prefix + i );
|
|
},
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|