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5d5c64d22f
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
1873 lines
46 KiB
HTML
1873 lines
46 KiB
HTML
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<h1 class="page-title">Source: math/Math.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A collection of mathematical methods.
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*
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* @class Phaser.Math
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*/
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Phaser.Math = {
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/**
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* = 2 π
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* @method Phaser.Math#PI2
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*/
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PI2: Math.PI * 2,
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/**
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* Two number are fuzzyEqual if their difference is less than ε.
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* @method Phaser.Math#fuzzyEqual
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* @param {number} a
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* @param {number} b
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* @param {number} epsilon
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* @return {boolean} True if |a-b|<ε
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*/
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fuzzyEqual: function (a, b, epsilon) {
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if (typeof epsilon === "undefined") { epsilon = 0.0001; }
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return Math.abs(a - b) < epsilon;
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},
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/**
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* a is fuzzyLessThan b if it is less than b + ε.
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* @method Phaser.Math#fuzzyEqual
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* @param {number} a
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* @param {number} b
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* @param {number} epsilon
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* @return {boolean} True if a<b+ε
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*/
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fuzzyLessThan: function (a, b, epsilon) {
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if (typeof epsilon === "undefined") { epsilon = 0.0001; }
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return a < b + epsilon;
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},
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/**
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* a is fuzzyGreaterThan b if it is more than b - ε.
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* @method Phaser.Math#fuzzyGreaterThan
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* @param {number} a
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* @param {number} b
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* @param {number} epsilon
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* @return {boolean} True if a>b+ε
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*/
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fuzzyGreaterThan: function (a, b, epsilon) {
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if (typeof epsilon === "undefined") { epsilon = 0.0001; }
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return a > b - epsilon;
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},
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/**
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* @method Phaser.Math#fuzzyCeil
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* @param {number} val
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* @param {number} epsilon
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* @return {boolean} ceiling(val-ε)
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*/
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fuzzyCeil: function (val, epsilon) {
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if (typeof epsilon === "undefined") { epsilon = 0.0001; }
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return Math.ceil(val - epsilon);
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},
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/**
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* @method Phaser.Math#fuzzyFloor
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* @param {number} val
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* @param {number} epsilon
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* @return {boolean} floor(val-ε)
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*/
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fuzzyFloor: function (val, epsilon) {
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if (typeof epsilon === "undefined") { epsilon = 0.0001; }
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return Math.floor(val + epsilon);
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},
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/**
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* Averages all values passed to the function and returns the result. You can pass as many parameters as you like.
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* @method Phaser.Math#average
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* @return {number} The average of all given values.
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*/
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average: function () {
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var args = [];
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for (var _i = 0; _i < (arguments.length - 0); _i++) {
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args[_i] = arguments[_i + 0];
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}
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var avg = 0;
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for (var i = 0; i < args.length; i++) {
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avg += args[i];
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}
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return avg / args.length;
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},
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/**
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* @method Phaser.Math#truncate
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* @param {number} n
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* @return {number}
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*/
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truncate: function (n) {
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return (n > 0) ? Math.floor(n) : Math.ceil(n);
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},
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/**
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* @method Phaser.Math#shear
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* @param {number} n
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* @return {number} n mod 1
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*/
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shear: function (n) {
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return n % 1;
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},
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/**
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* Snap a value to nearest grid slice, using rounding.
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*
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* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10 whereas 14 will snap to 15.
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*
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* @method Phaser.Math#snapTo
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* @param {number} input - The value to snap.
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* @param {number} gap - The interval gap of the grid.
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* @param {number} [start] - Optional starting offset for gap.
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* @return {number}
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*/
|
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snapTo: function (input, gap, start) {
|
|
|
|
if (typeof start === "undefined") { start = 0; }
|
|
|
|
if (gap === 0) {
|
|
return input;
|
|
}
|
|
|
|
input -= start;
|
|
input = gap * Math.round(input / gap);
|
|
|
|
return start + input;
|
|
|
|
},
|
|
|
|
/**
|
|
* Snap a value to nearest grid slice, using floor.
|
|
*
|
|
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15
|
|
*
|
|
* @method Phaser.Math#snapToFloor
|
|
* @param {number} input - The value to snap.
|
|
* @param {number} gap - The interval gap of the grid.
|
|
* @param {number} [start] - Optional starting offset for gap.
|
|
* @return {number}
|
|
*/
|
|
snapToFloor: function (input, gap, start) {
|
|
|
|
if (typeof start === "undefined") { start = 0; }
|
|
|
|
if (gap === 0) {
|
|
return input;
|
|
}
|
|
|
|
input -= start;
|
|
input = gap * Math.floor(input / gap);
|
|
|
|
return start + input;
|
|
|
|
},
|
|
|
|
/**
|
|
* Snap a value to nearest grid slice, using ceil.
|
|
*
|
|
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20.
|
|
*
|
|
* @method Phaser.Math#snapToCeil
|
|
* @param {number} input - The value to snap.
|
|
* @param {number} gap - The interval gap of the grid.
|
|
* @param {number} [start] - Optional starting offset for gap.
|
|
* @return {number}
|
|
*/
|
|
snapToCeil: function (input, gap, start) {
|
|
|
|
if (typeof start === "undefined") { start = 0; }
|
|
|
|
if (gap === 0) {
|
|
return input;
|
|
}
|
|
|
|
input -= start;
|
|
input = gap * Math.ceil(input / gap);
|
|
|
|
return start + input;
|
|
|
|
},
|
|
|
|
|
|
/**
|
|
* Snaps a value to the nearest value in an array.
|
|
* @method Phaser.Math#snapToInArray
|
|
* @param {number} input
|
|
* @param {array} arr
|
|
* @param {boolean} sort - True if the array needs to be sorted.
|
|
* @return {number}
|
|
*/
|
|
snapToInArray: function (input, arr, sort) {
|
|
|
|
if (typeof sort === "undefined") { sort = true; }
|
|
|
|
if (sort) {
|
|
arr.sort();
|
|
}
|
|
|
|
if (input < arr[0]) {
|
|
return arr[0];
|
|
}
|
|
|
|
var i = 1;
|
|
|
|
while (arr[i] < input) {
|
|
i++;
|
|
}
|
|
|
|
var low = arr[i - 1];
|
|
var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY;
|
|
|
|
return ((high - input) <= (input - low)) ? high : low;
|
|
|
|
},
|
|
|
|
/**
|
|
* Round to some place comparative to a 'base', default is 10 for decimal place.
|
|
*
|
|
* 'place' is represented by the power applied to 'base' to get that place
|
|
* e.g.
|
|
* 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011
|
|
*
|
|
* roundTo(2000/7,3) === 0
|
|
* roundTo(2000/7,2) == 300
|
|
* roundTo(2000/7,1) == 290
|
|
* roundTo(2000/7,0) == 286
|
|
* roundTo(2000/7,-1) == 285.7
|
|
* roundTo(2000/7,-2) == 285.71
|
|
* roundTo(2000/7,-3) == 285.714
|
|
* roundTo(2000/7,-4) == 285.7143
|
|
* roundTo(2000/7,-5) == 285.71429
|
|
*
|
|
* roundTo(2000/7,3,2) == 288 -- 100100000
|
|
* roundTo(2000/7,2,2) == 284 -- 100011100
|
|
* roundTo(2000/7,1,2) == 286 -- 100011110
|
|
* roundTo(2000/7,0,2) == 286 -- 100011110
|
|
* roundTo(2000/7,-1,2) == 285.5 -- 100011101.1
|
|
* roundTo(2000/7,-2,2) == 285.75 -- 100011101.11
|
|
* roundTo(2000/7,-3,2) == 285.75 -- 100011101.11
|
|
* roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011
|
|
* roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111
|
|
*
|
|
* Note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed
|
|
* because we are rounding 100011.1011011011011011 which rounds up.
|
|
*
|
|
* @method Phaser.Math#roundTo
|
|
* @param {number} value - The value to round.
|
|
* @param {number} place - The place to round to.
|
|
* @param {number} base - The base to round in... default is 10 for decimal.
|
|
* @return {number}
|
|
*/
|
|
roundTo: function (value, place, base) {
|
|
|
|
if (typeof place === "undefined") { place = 0; }
|
|
if (typeof base === "undefined") { base = 10; }
|
|
|
|
var p = Math.pow(base, -place);
|
|
|
|
return Math.round(value * p) / p;
|
|
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#floorTo
|
|
* @param {number} value - The value to round.
|
|
* @param {number} place - The place to round to.
|
|
* @param {number} base - The base to round in... default is 10 for decimal.
|
|
* @return {number}
|
|
*/
|
|
floorTo: function (value, place, base) {
|
|
|
|
if (typeof place === "undefined") { place = 0; }
|
|
if (typeof base === "undefined") { base = 10; }
|
|
|
|
var p = Math.pow(base, -place);
|
|
|
|
return Math.floor(value * p) / p;
|
|
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#ceilTo
|
|
* @param {number} value - The value to round.
|
|
* @param {number} place - The place to round to.
|
|
* @param {number} base - The base to round in... default is 10 for decimal.
|
|
* @return {number}
|
|
*/
|
|
ceilTo: function (value, place, base) {
|
|
|
|
if (typeof place === "undefined") { place = 0; }
|
|
if (typeof base === "undefined") { base = 10; }
|
|
|
|
var p = Math.pow(base, -place);
|
|
|
|
return Math.ceil(value * p) / p;
|
|
|
|
},
|
|
|
|
/**
|
|
* A one dimensional linear interpolation of a value.
|
|
* @method Phaser.Math#interpolateFloat
|
|
* @param {number} a
|
|
* @param {number} b
|
|
* @param {number} weight
|
|
* @return {number}
|
|
*/
|
|
interpolateFloat: function (a, b, weight) {
|
|
return (b - a) * weight + a;
|
|
},
|
|
|
|
/**
|
|
* Find the angle of a segment from (x1, y1) -> (x2, y2).
|
|
* @method Phaser.Math#angleBetween
|
|
* @param {number} x1
|
|
* @param {number} y1
|
|
* @param {number} x2
|
|
* @param {number} y2
|
|
* @return {number}
|
|
*/
|
|
angleBetween: function (x1, y1, x2, y2) {
|
|
return Math.atan2(x2 - x1, y2 - y1);
|
|
},
|
|
|
|
/**
|
|
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
|
|
* @method Phaser.Math#angleBetweenPoints
|
|
* @param {Phaser.Point} point1
|
|
* @param {Phaser.Point} point2
|
|
* @return {number}
|
|
*/
|
|
angleBetweenPoints: function (point1, point2) {
|
|
return Math.atan2(point2.x - point1.x, point2.y - point1.y);
|
|
},
|
|
|
|
/**
|
|
* Reverses an angle.
|
|
* @method Phaser.Math#reverseAngle
|
|
* @param {number} angleRad - The angle to reverse, in radians.
|
|
* @return {number} Returns the reverse angle, in radians.
|
|
*/
|
|
reverseAngle: function (angleRad) {
|
|
return this.normalizeAngle(angleRad + Math.PI, true);
|
|
},
|
|
|
|
/**
|
|
* Normalizes an angle to the [0,2pi) range.
|
|
* @method Phaser.Math#normalizeAngle
|
|
* @param {number} angleRad - The angle to normalize, in radians.
|
|
* @return {number} Returns the angle, fit within the [0,2pi] range, in radians.
|
|
*/
|
|
normalizeAngle: function (angleRad) {
|
|
|
|
angleRad = angleRad % (2 * Math.PI);
|
|
return angleRad >= 0 ? angleRad : angleRad + 2 * Math.PI;
|
|
|
|
},
|
|
|
|
/**
|
|
* Normalizes a latitude to the [-90,90] range. Latitudes above 90 or below -90 are capped, not wrapped.
|
|
* @method Phaser.Math#normalizeLatitude
|
|
* @param {number} lat - The latitude to normalize, in degrees.
|
|
* @return {number} Returns the latitude, fit within the [-90,90] range.
|
|
*/
|
|
normalizeLatitude: function (lat) {
|
|
return Math.max(-90, Math.min(90, lat));
|
|
},
|
|
|
|
/**
|
|
* Normalizes a longitude to the [-180,180] range. Longitudes above 180 or below -180 are wrapped.
|
|
* @method Phaser.Math#normalizeLongitude
|
|
* @param {number} lng - The longitude to normalize, in degrees.
|
|
* @return {number} Returns the longitude, fit within the [-180,180] range.
|
|
*/
|
|
normalizeLongitude: function (lng) {
|
|
|
|
if (lng % 360 == 180)
|
|
{
|
|
return 180;
|
|
}
|
|
|
|
lng = lng % 360;
|
|
return lng < -180 ? lng + 360 : lng > 180 ? lng - 360 : lng;
|
|
|
|
},
|
|
|
|
/**
|
|
* Closest angle between two angles from a1 to a2 absolute value the return for exact angle
|
|
* @method Phaser.Math#nearestAngleBetween
|
|
* @param {number} a1
|
|
* @param {number} a2
|
|
* @param {boolean} radians - True if angle sizes are expressed in radians.
|
|
* @return {number}
|
|
*/
|
|
nearestAngleBetween: function (a1, a2, radians) {
|
|
|
|
if (typeof radians === "undefined") { radians = true; }
|
|
|
|
var rd = (radians) ? Math.PI : 180;
|
|
a1 = this.normalizeAngle(a1, radians);
|
|
a2 = this.normalizeAngle(a2, radians);
|
|
|
|
if (a1 < -rd / 2 && a2 > rd / 2)
|
|
{
|
|
a1 += rd * 2;
|
|
}
|
|
|
|
if (a2 < -rd / 2 && a1 > rd / 2)
|
|
{
|
|
a2 += rd * 2;
|
|
}
|
|
|
|
return a2 - a1;
|
|
|
|
},
|
|
|
|
/**
|
|
* Interpolate across the shortest arc between two angles.
|
|
* @method Phaser.Math#interpolateAngles
|
|
* @param {number} a1 - Description.
|
|
* @param {number} a2 - Description.
|
|
* @param {number} weight - Description.
|
|
* @param {boolean} radians - True if angle sizes are expressed in radians.
|
|
* @param {Description} ease - Description.
|
|
* @return {number}
|
|
*/
|
|
interpolateAngles: function (a1, a2, weight, radians, ease) {
|
|
|
|
if (typeof radians === "undefined") { radians = true; }
|
|
if (typeof ease === "undefined") { ease = null; }
|
|
|
|
a1 = this.normalizeAngle(a1, radians);
|
|
a2 = this.normalizeAngleToAnother(a2, a1, radians);
|
|
|
|
return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight);
|
|
|
|
},
|
|
|
|
/**
|
|
* Generate a random bool result based on the chance value.
|
|
* <p>
|
|
* Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
|
|
* of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
|
|
* </p>
|
|
* @method Phaser.Math#chanceRoll
|
|
* @param {number} chance - The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).
|
|
* @return {boolean} True if the roll passed, or false otherwise.
|
|
*/
|
|
chanceRoll: function (chance) {
|
|
|
|
if (typeof chance === "undefined") { chance = 50; }
|
|
|
|
if (chance <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
else if (chance >= 100)
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (Math.random() * 100 >= chance)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns an Array containing the numbers from min to max (inclusive).
|
|
*
|
|
* @method Phaser.Math#numberArray
|
|
* @param {number} min - The minimum value the array starts with.
|
|
* @param {number} max - The maximum value the array contains.
|
|
* @return {array} The array of number values.
|
|
*/
|
|
numberArray: function (min, max) {
|
|
|
|
var result = [];
|
|
|
|
for (var i = min; i <= max; i++)
|
|
{
|
|
result.push(i);
|
|
}
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds the given amount to the value, but never lets the value go over the specified maximum.
|
|
*
|
|
* @method Phaser.Math#maxAdd
|
|
* @param {number} value - The value to add the amount to.
|
|
* @param {number} amount - The amount to add to the value.
|
|
* @param {number} max- The maximum the value is allowed to be.
|
|
* @return {number}
|
|
*/
|
|
maxAdd: function (value, amount, max) {
|
|
|
|
value += amount;
|
|
|
|
if (value > max)
|
|
{
|
|
value = max;
|
|
}
|
|
|
|
return value;
|
|
|
|
},
|
|
|
|
/**
|
|
* Subtracts the given amount from the value, but never lets the value go below the specified minimum.
|
|
*
|
|
* @method Phaser.Math#minSub
|
|
* @param {number} value - The base value.
|
|
* @param {number} amount - The amount to subtract from the base value.
|
|
* @param {number} min - The minimum the value is allowed to be.
|
|
* @return {number} The new value.
|
|
*/
|
|
minSub: function (value, amount, min) {
|
|
|
|
value -= amount;
|
|
|
|
if (value < min)
|
|
{
|
|
value = min;
|
|
}
|
|
|
|
return value;
|
|
|
|
},
|
|
|
|
/**
|
|
* Ensures that the value always stays between min and max, by wrapping the value around.
|
|
* max should be larger than min, or the function will return 0.
|
|
*
|
|
* @method Phaser.Math#wrap
|
|
* @param {number} value - The value to wrap.
|
|
* @param {number} min - The minimum the value is allowed to be.
|
|
* @param {number} max - The maximum the value is allowed to be.
|
|
* @return {number} The wrapped value.
|
|
*/
|
|
wrap: function (value, min, max) {
|
|
|
|
var range = max - min;
|
|
|
|
if (range <= 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
var result = (value - min) % range;
|
|
|
|
if (result < 0)
|
|
{
|
|
result += range;
|
|
}
|
|
|
|
return result + min;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
|
|
* <p>Values must be positive integers, and are passed through Math.abs</p>
|
|
*
|
|
* @method Phaser.Math#wrapValue
|
|
* @param {number} value - The value to add the amount to.
|
|
* @param {number} amount - The amount to add to the value.
|
|
* @param {number} max - The maximum the value is allowed to be.
|
|
* @return {number} The wrapped value.
|
|
*/
|
|
wrapValue: function (value, amount, max) {
|
|
|
|
var diff;
|
|
value = Math.abs(value);
|
|
amount = Math.abs(amount);
|
|
max = Math.abs(max);
|
|
diff = (value + amount) % max;
|
|
|
|
return diff;
|
|
|
|
},
|
|
|
|
/**
|
|
* Randomly returns either a 1 or -1.
|
|
*
|
|
* @method Phaser.Math#randomSign
|
|
* @return {number} 1 or -1
|
|
*/
|
|
randomSign: function () {
|
|
return (Math.random() > 0.5) ? 1 : -1;
|
|
},
|
|
|
|
/**
|
|
* Returns true if the number given is odd.
|
|
*
|
|
* @method Phaser.Math#isOdd
|
|
* @param {number} n - The number to check.
|
|
* @return {boolean} True if the given number is odd. False if the given number is even.
|
|
*/
|
|
isOdd: function (n) {
|
|
|
|
return (n & 1);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the number given is even.
|
|
*
|
|
* @method Phaser.Math#isEven
|
|
* @param {number} n - The number to check.
|
|
* @return {boolean} True if the given number is even. False if the given number is odd.
|
|
*/
|
|
isEven: function (n) {
|
|
|
|
if (n & 1)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Significantly faster version of Math.max
|
|
* See http://jsperf.com/math-s-min-max-vs-homemade/5
|
|
*
|
|
* @method Phaser.Math#max
|
|
* @return {number} The highest value from those given.
|
|
*/
|
|
max: function () {
|
|
|
|
for (var i = 1, max = 0, len = arguments.length; i < len; i++)
|
|
{
|
|
if (arguments[max] < arguments[i])
|
|
{
|
|
max = i;
|
|
}
|
|
}
|
|
|
|
return arguments[max];
|
|
|
|
},
|
|
|
|
/**
|
|
* Updated version of Math.min that can be passed either an array of numbers or the numbers as parameters.
|
|
* See http://jsperf.com/math-s-min-max-vs-homemade/5
|
|
*
|
|
* @method Phaser.Math#min
|
|
* @return {number} The lowest value from those given.
|
|
*/
|
|
min: function () {
|
|
|
|
if (arguments.length === 1 && typeof arguments[0] === 'object')
|
|
{
|
|
var data = arguments[0];
|
|
}
|
|
else
|
|
{
|
|
var data = arguments;
|
|
}
|
|
|
|
for (var i = 1, min = 0, len = data.length; i < len; i++)
|
|
{
|
|
if (data[i] < data[min])
|
|
{
|
|
min = i;
|
|
}
|
|
}
|
|
|
|
return data[min];
|
|
|
|
},
|
|
|
|
/**
|
|
* Updated version of Math.max that can be passed either an array of numbers or the numbers as parameters.
|
|
*
|
|
* @method Phaser.Math#max
|
|
* @return {number} The largest value from those given.
|
|
*/
|
|
max: function () {
|
|
|
|
if (arguments.length === 1 && typeof arguments[0] === 'object')
|
|
{
|
|
var data = arguments[0];
|
|
}
|
|
else
|
|
{
|
|
var data = arguments;
|
|
}
|
|
|
|
for (var i = 1, max = 0, len = data.length; i < len; i++)
|
|
{
|
|
if (data[i] > data[max])
|
|
{
|
|
max = i;
|
|
}
|
|
}
|
|
|
|
return data[max];
|
|
|
|
},
|
|
|
|
/**
|
|
* Updated version of Math.min that can be passed a property and either an array of objects or the objects as parameters.
|
|
* It will find the lowest matching property value from the given objects.
|
|
*
|
|
* @method Phaser.Math#minProperty
|
|
* @return {number} The lowest value from those given.
|
|
*/
|
|
minProperty: function (property) {
|
|
|
|
if (arguments.length === 2 && typeof arguments[1] === 'object')
|
|
{
|
|
var data = arguments[1];
|
|
}
|
|
else
|
|
{
|
|
var data = arguments.slice(1);
|
|
}
|
|
|
|
for (var i = 1, min = 0, len = data.length; i < len; i++)
|
|
{
|
|
if (data[i][property] < data[min][property])
|
|
{
|
|
min = i;
|
|
}
|
|
}
|
|
|
|
return data[min][property];
|
|
|
|
},
|
|
|
|
/**
|
|
* Updated version of Math.max that can be passed a property and either an array of objects or the objects as parameters.
|
|
* It will find the largest matching property value from the given objects.
|
|
*
|
|
* @method Phaser.Math#maxProperty
|
|
* @return {number} The largest value from those given.
|
|
*/
|
|
maxProperty: function (property) {
|
|
|
|
if (arguments.length === 2 && typeof arguments[1] === 'object')
|
|
{
|
|
var data = arguments[1];
|
|
}
|
|
else
|
|
{
|
|
var data = arguments.slice(1);
|
|
}
|
|
|
|
for (var i = 1, max = 0, len = data.length; i < len; i++)
|
|
{
|
|
if (data[i][property] > data[max][property])
|
|
{
|
|
max = i;
|
|
}
|
|
}
|
|
|
|
return data[max][property];
|
|
|
|
},
|
|
|
|
/**
|
|
* Keeps an angle value between -180 and +180<br>
|
|
* Should be called whenever the angle is updated on the Sprite to stop it from going insane.
|
|
*
|
|
* @method Phaser.Math#wrapAngle
|
|
* @param {number} angle - The angle value to check
|
|
* @return {number} The new angle value, returns the same as the input angle if it was within bounds.
|
|
*/
|
|
wrapAngle: function (angle) {
|
|
|
|
return this.wrap(angle, -180, 180);
|
|
|
|
},
|
|
|
|
/**
|
|
* Keeps an angle value between the given min and max values.
|
|
*
|
|
* @method Phaser.Math#angleLimit
|
|
* @param {number} angle - The angle value to check. Must be between -180 and +180.
|
|
* @param {number} min - The minimum angle that is allowed (must be -180 or greater).
|
|
* @param {number} max - The maximum angle that is allowed (must be 180 or less).
|
|
*
|
|
* @return {number} The new angle value, returns the same as the input angle if it was within bounds
|
|
*/
|
|
angleLimit: function (angle, min, max) {
|
|
|
|
var result = angle;
|
|
|
|
if (angle > max)
|
|
{
|
|
result = max;
|
|
}
|
|
else if (angle < min)
|
|
{
|
|
result = min;
|
|
}
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
/**
|
|
* A Linear Interpolation Method, mostly used by Phaser.Tween.
|
|
* @method Phaser.Math#linearInterpolation
|
|
* @param {number} v
|
|
* @param {number} k
|
|
* @return {number}
|
|
*/
|
|
linearInterpolation: function (v, k) {
|
|
|
|
var m = v.length - 1;
|
|
var f = m * k;
|
|
var i = Math.floor(f);
|
|
|
|
if (k < 0)
|
|
{
|
|
return this.linear(v[0], v[1], f);
|
|
}
|
|
|
|
if (k > 1)
|
|
{
|
|
return this.linear(v[m], v[m - 1], m - f);
|
|
}
|
|
|
|
return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i);
|
|
|
|
},
|
|
|
|
/**
|
|
* A Bezier Interpolation Method, mostly used by Phaser.Tween.
|
|
* @method Phaser.Math#bezierInterpolation
|
|
* @param {number} v
|
|
* @param {number} k
|
|
* @return {number}
|
|
*/
|
|
bezierInterpolation: function (v, k) {
|
|
|
|
var b = 0;
|
|
var n = v.length - 1;
|
|
|
|
for (var i = 0; i <= n; i++)
|
|
{
|
|
b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i);
|
|
}
|
|
|
|
return b;
|
|
|
|
},
|
|
|
|
/**
|
|
* A Catmull Rom Interpolation Method, mostly used by Phaser.Tween.
|
|
* @method Phaser.Math#catmullRomInterpolation
|
|
* @param {number} v
|
|
* @param {number} k
|
|
* @return {number}
|
|
*/
|
|
catmullRomInterpolation: function (v, k) {
|
|
|
|
var m = v.length - 1;
|
|
var f = m * k;
|
|
var i = Math.floor(f);
|
|
|
|
if (v[0] === v[m])
|
|
{
|
|
if (k < 0)
|
|
{
|
|
i = Math.floor(f = m * (1 + k));
|
|
}
|
|
|
|
return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);
|
|
|
|
}
|
|
else
|
|
{
|
|
if (k < 0)
|
|
{
|
|
return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]);
|
|
}
|
|
|
|
if (k > 1)
|
|
{
|
|
return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);
|
|
}
|
|
|
|
return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.Math#Linear
|
|
* @param {number} p0
|
|
* @param {number} p1
|
|
* @param {number} t
|
|
* @return {number}
|
|
*/
|
|
linear: function (p0, p1, t) {
|
|
return (p1 - p0) * t + p0;
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#bernstein
|
|
* @param {number} n
|
|
* @param {number} i
|
|
* @return {number}
|
|
*/
|
|
bernstein: function (n, i) {
|
|
return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.Math#catmullRom
|
|
* @param {number} p0
|
|
* @param {number} p1
|
|
* @param {number} p2
|
|
* @param {number} p3
|
|
* @param {number} t
|
|
* @return {number}
|
|
*/
|
|
catmullRom: function (p0, p1, p2, p3, t) {
|
|
|
|
var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2;
|
|
|
|
return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
|
|
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#difference
|
|
* @param {number} a
|
|
* @param {number} b
|
|
* @return {number}
|
|
*/
|
|
difference: function (a, b) {
|
|
return Math.abs(a - b);
|
|
},
|
|
|
|
/**
|
|
* Fetch a random entry from the given array.
|
|
* Will return null if random selection is missing, or array has no entries.
|
|
*
|
|
* @method Phaser.Math#getRandom
|
|
* @param {array} objects - An array of objects.
|
|
* @param {number} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
|
|
* @param {number} length - Optional restriction on the number of values you want to randomly select from.
|
|
* @return {object} The random object that was selected.
|
|
*/
|
|
getRandom: function (objects, startIndex, length) {
|
|
|
|
if (typeof startIndex === "undefined") { startIndex = 0; }
|
|
if (typeof length === "undefined") { length = 0; }
|
|
|
|
if (objects != null) {
|
|
|
|
var l = length;
|
|
|
|
if ((l === 0) || (l > objects.length - startIndex))
|
|
{
|
|
l = objects.length - startIndex;
|
|
}
|
|
|
|
if (l > 0)
|
|
{
|
|
return objects[startIndex + Math.floor(Math.random() * l)];
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2.
|
|
*
|
|
* @method Phaser.Math#floor
|
|
* @param {number} Value Any number.
|
|
* @return {number} The rounded value of that number.
|
|
*/
|
|
floor: function (value) {
|
|
|
|
var n = value | 0;
|
|
|
|
return (value > 0) ? (n) : ((n != value) ? (n - 1) : (n));
|
|
|
|
},
|
|
|
|
/**
|
|
* Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3.
|
|
*
|
|
* @method Phaser.Math#ceil
|
|
* @param {number} value - Any number.
|
|
* @return {number} The rounded value of that number.
|
|
*/
|
|
ceil: function (value) {
|
|
var n = value | 0;
|
|
return (value > 0) ? ((n != value) ? (n + 1) : (n)) : (n);
|
|
},
|
|
|
|
/**
|
|
* Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at
|
|
* <p>
|
|
* The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function
|
|
* you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time.
|
|
* </p>
|
|
* @method Phaser.Math#sinCosGenerator
|
|
* @param {number} length - The length of the wave
|
|
* @param {number} sinAmplitude - The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
|
|
* @param {number} cosAmplitude - The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
|
|
* @param {number} frequency - The frequency of the sine and cosine table data
|
|
* @return {Array} Returns the sine table
|
|
*/
|
|
sinCosGenerator: function (length, sinAmplitude, cosAmplitude, frequency) {
|
|
|
|
if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; }
|
|
if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; }
|
|
if (typeof frequency === "undefined") { frequency = 1.0; }
|
|
|
|
var sin = sinAmplitude;
|
|
var cos = cosAmplitude;
|
|
var frq = frequency * Math.PI / length;
|
|
|
|
var cosTable = [];
|
|
var sinTable = [];
|
|
|
|
for (var c = 0; c < length; c++) {
|
|
|
|
cos -= sin * frq;
|
|
sin += cos * frq;
|
|
|
|
cosTable[c] = cos;
|
|
sinTable[c] = sin;
|
|
|
|
}
|
|
|
|
return { sin: sinTable, cos: cosTable, length: length };
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes the top element from the stack and re-inserts it onto the bottom, then returns it.
|
|
* The original stack is modified in the process. This effectively moves the position of the data from the start to the end of the table.
|
|
*
|
|
* @method Phaser.Math#shift
|
|
* @param {array} stack - The array to shift.
|
|
* @return {any} The shifted value.
|
|
*/
|
|
shift: function (stack) {
|
|
|
|
var s = stack.shift();
|
|
stack.push(s);
|
|
|
|
return s;
|
|
|
|
},
|
|
|
|
/**
|
|
* Shuffles the data in the given array into a new order
|
|
* @method Phaser.Math#shuffleArray
|
|
* @param {array} array - The array to shuffle
|
|
* @return {array} The array
|
|
*/
|
|
shuffleArray: function (array) {
|
|
|
|
for (var i = array.length - 1; i > 0; i--) {
|
|
|
|
var j = Math.floor(Math.random() * (i + 1));
|
|
var temp = array[i];
|
|
array[i] = array[j];
|
|
array[j] = temp;
|
|
}
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the distance between the two given set of coordinates.
|
|
*
|
|
* @method Phaser.Math#distance
|
|
* @param {number} x1
|
|
* @param {number} y1
|
|
* @param {number} x2
|
|
* @param {number} y2
|
|
* @return {number} The distance between the two sets of coordinates.
|
|
*/
|
|
distance: function (x1, y1, x2, y2) {
|
|
|
|
var dx = x1 - x2;
|
|
var dy = y1 - y2;
|
|
|
|
return Math.sqrt(dx * dx + dy * dy);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the distance between the two given set of coordinates at the power given.
|
|
*
|
|
* @method Phaser.Math#distancePow
|
|
* @param {number} x1
|
|
* @param {number} y1
|
|
* @param {number} x2
|
|
* @param {number} y2
|
|
* @param {number} [pow=2]
|
|
* @return {number} The distance between the two sets of coordinates.
|
|
*/
|
|
distancePow: function (x1, y1, x2, y2, pow) {
|
|
|
|
if (typeof pow === 'undefined') { pow = 2; }
|
|
|
|
return Math.sqrt(Math.pow(x2 - x1, pow) + Math.pow(y2 - y1, pow));
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the rounded distance between the two given set of coordinates.
|
|
*
|
|
* @method Phaser.Math#distanceRounded
|
|
* @param {number} x1
|
|
* @param {number} y1
|
|
* @param {number} x2
|
|
* @param {number} y2
|
|
* @return {number} The distance between this Point object and the destination Point object.
|
|
*/
|
|
distanceRounded: function (x1, y1, x2, y2) {
|
|
|
|
return Math.round(Phaser.Math.distance(x1, y1, x2, y2));
|
|
|
|
},
|
|
|
|
/**
|
|
* Force a value within the boundaries of two values.
|
|
* Clamp value to range <a, b>
|
|
*
|
|
* @method Phaser.Math#clamp
|
|
* @param {number} x
|
|
* @param {number} a
|
|
* @param {number} b
|
|
* @return {number}
|
|
*/
|
|
clamp: function ( x, a, b ) {
|
|
|
|
return ( x < a ) ? a : ( ( x > b ) ? b : x );
|
|
|
|
},
|
|
|
|
/**
|
|
* Clamp value to range <a, inf).
|
|
*
|
|
* @method Phaser.Math#clampBottom
|
|
* @param {number} x
|
|
* @param {number} a
|
|
* @return {number}
|
|
*/
|
|
clampBottom: function ( x, a ) {
|
|
|
|
return x < a ? a : x;
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if two values are within the given tolerance of each other.
|
|
*
|
|
* @method Phaser.Math#within
|
|
* @param {number} a - The first number to check
|
|
* @param {number} b - The second number to check
|
|
* @param {number} tolerance - The tolerance. Anything equal to or less than this is considered within the range.
|
|
* @return {boolean} True if a is <= tolerance of b.
|
|
*/
|
|
within: function ( a, b, tolerance ) {
|
|
|
|
return (Math.abs(a - b) <= tolerance);
|
|
|
|
},
|
|
|
|
/**
|
|
* Linear mapping from range <a1, a2> to range <b1, b2>
|
|
*
|
|
* @method Phaser.Math#mapLinear
|
|
* @param {number} x
|
|
* @param {number} a1
|
|
* @param {number} a1
|
|
* @param {number} a2
|
|
* @param {number} b1
|
|
* @param {number} b2
|
|
* @return {number}
|
|
*/
|
|
mapLinear: function ( x, a1, a2, b1, b2 ) {
|
|
|
|
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
|
|
|
|
},
|
|
|
|
/**
|
|
* Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
|
|
*
|
|
* @method Phaser.Math#smoothstep
|
|
* @param {number} x
|
|
* @param {number} min
|
|
* @param {number} max
|
|
* @return {number}
|
|
*/
|
|
smoothstep: function ( x, min, max ) {
|
|
|
|
if (x <= min)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (x >= max)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
x = (x - min) / (max - min);
|
|
|
|
return x * x * (3 - 2 * x);
|
|
|
|
},
|
|
|
|
/**
|
|
* Smootherstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
|
|
*
|
|
* @method Phaser.Math#smootherstep
|
|
* @param {number} x
|
|
* @param {number} min
|
|
* @param {number} max
|
|
* @return {number}
|
|
*/
|
|
smootherstep: function ( x, min, max ) {
|
|
|
|
if (x <= min)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (x >= max)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
x = (x - min) / (max - min);
|
|
|
|
return x * x * x * (x * (x * 6 - 15) + 10);
|
|
|
|
},
|
|
|
|
/**
|
|
* A value representing the sign of the value.
|
|
* -1 for negative, +1 for positive, 0 if value is 0
|
|
*
|
|
* @method Phaser.Math#sign
|
|
* @param {number} x
|
|
* @return {number}
|
|
*/
|
|
sign: function ( x ) {
|
|
|
|
return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
|
|
|
|
},
|
|
|
|
/**
|
|
* Convert p2 physics value to pixel scale.
|
|
*
|
|
* @method Phaser.Math#p2px
|
|
* @param {number} v - The value to convert.
|
|
* @return {number} The scaled value.
|
|
*/
|
|
p2px: function (v) {
|
|
return v *= -20;
|
|
},
|
|
|
|
/**
|
|
* Convert pixel value to p2 physics scale.
|
|
*
|
|
* @method Phaser.Math#px2p
|
|
* @param {number} v - The value to convert.
|
|
* @return {number} The scaled value.
|
|
*/
|
|
px2p: function (v) {
|
|
return v * -0.05;
|
|
},
|
|
|
|
/**
|
|
* Convert degrees to radians.
|
|
*
|
|
* @method Phaser.Math#degToRad
|
|
* @return {function}
|
|
*/
|
|
degToRad: function() {
|
|
|
|
var degreeToRadiansFactor = Math.PI / 180;
|
|
|
|
return function ( degrees ) {
|
|
|
|
return degrees * degreeToRadiansFactor;
|
|
|
|
};
|
|
|
|
}(),
|
|
|
|
/**
|
|
* Convert degrees to radians.
|
|
*
|
|
* @method Phaser.Math#radToDeg
|
|
* @return {function}
|
|
*/
|
|
radToDeg: function() {
|
|
|
|
var radianToDegreesFactor = 180 / Math.PI;
|
|
|
|
return function ( radians ) {
|
|
|
|
return radians * radianToDegreesFactor;
|
|
|
|
};
|
|
|
|
}()
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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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-dev</a>
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on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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