mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 02:53:27 +00:00
2287 lines
67 KiB
HTML
2287 lines
67 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: D:/wamp/www/phaser/src/math/Math.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/default.css">
|
|
|
|
<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 style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div>
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser API</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>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="PIXI.html">PIXI</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.ArrayList.html">ArrayList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArraySet.html">ArraySet</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AudioSprite.html">AudioSprite</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.DOM.html">DOM</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Easing.html">Easing</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.FlexGrid.html">FlexGrid</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FlexLayer.html">FlexLayer</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-2">
|
|
<a href="Phaser.Particles.Arcade.html">Arcade</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.RotationalSpring.html">RotationalSpring</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.Rope.html">Rope</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.TweenData.html">TweenData</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>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AssetLoader.html">AssetLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BaseTexture.html">BaseTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BlurFilter.html">BlurFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObject.html">DisplayObject</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Ellipse.html">Ellipse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Event.html">Event</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.EventTarget.html">EventTarget</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.FilterBlock.html">FilterBlock</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.GraphicsData.html">GraphicsData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.GrayFilter.html">GrayFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ImageLoader.html">ImageLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.InteractionData.html">InteractionData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.InteractionManager.html">InteractionManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.InvertFilter.html">InvertFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.JsonLoader.html">JsonLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Matrix.html">Matrix</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.MovieClip.html">MovieClip</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PIXI.html">PIXI</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiShader.html">PixiShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PolyK.html">PolyK</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Rope.html">Rope</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Spine.html">Spine</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpineLoader.html">SpineLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Strip.html">Strip</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TwistFilter.html">TwistFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<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>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<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>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<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>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<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="https://leanpub.com/u/photonstorm">Phaser Books</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://examples.phaser.io">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="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
|
<li class="class-depth-1"><a href="https://twitter.com/photonstorm">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: D:/wamp/www/phaser/src/math/Math.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}
|
|
*/
|
|
|
|
/**
|
|
* A collection of useful mathematical functions.
|
|
*
|
|
* These are normally accessed through `game.math`.
|
|
*
|
|
* @class Phaser.Math
|
|
* @static
|
|
* @see {@link Phaser.Utils}
|
|
* @see {@link Phaser.ArrayUtils}
|
|
*/
|
|
Phaser.Math = {
|
|
|
|
/**
|
|
* Twice PI.
|
|
* @property {number} Phaser.Math#PI2
|
|
* @default ~6.283
|
|
* @deprecated 2.2.0 - Not used internally. Use `2 * Math.PI` instead.
|
|
*/
|
|
PI2: Math.PI * 2,
|
|
|
|
/**
|
|
* Two number are fuzzyEqual if their difference is less than epsilon.
|
|
*
|
|
* @method Phaser.Math#fuzzyEqual
|
|
* @param {number} a
|
|
* @param {number} b
|
|
* @param {number} [epsilon=(small value)]
|
|
* @return {boolean} True if |a-b|<epsilon
|
|
*/
|
|
fuzzyEqual: function (a, b, epsilon) {
|
|
if (typeof epsilon === 'undefined') { epsilon = 0.0001; }
|
|
return Math.abs(a - b) < epsilon;
|
|
},
|
|
|
|
/**
|
|
* `a` is fuzzyLessThan `b` if it is less than b + epsilon.
|
|
*
|
|
* @method Phaser.Math#fuzzyLessThan
|
|
* @param {number} a
|
|
* @param {number} b
|
|
* @param {number} [epsilon=(small value)]
|
|
* @return {boolean} True if a<b+epsilon
|
|
*/
|
|
fuzzyLessThan: function (a, b, epsilon) {
|
|
if (typeof epsilon === 'undefined') { epsilon = 0.0001; }
|
|
return a < b + epsilon;
|
|
},
|
|
|
|
/**
|
|
* `a` is fuzzyGreaterThan `b` if it is more than b - epsilon.
|
|
*
|
|
* @method Phaser.Math#fuzzyGreaterThan
|
|
* @param {number} a
|
|
* @param {number} b
|
|
* @param {number} [epsilon=(small value)]
|
|
* @return {boolean} True if a>b+epsilon
|
|
*/
|
|
fuzzyGreaterThan: function (a, b, epsilon) {
|
|
if (typeof epsilon === 'undefined') { epsilon = 0.0001; }
|
|
return a > b - epsilon;
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#fuzzyCeil
|
|
*
|
|
* @param {number} val
|
|
* @param {number} [epsilon=(small value)]
|
|
* @return {boolean} ceiling(val-epsilon)
|
|
*/
|
|
fuzzyCeil: function (val, epsilon) {
|
|
if (typeof epsilon === 'undefined') { epsilon = 0.0001; }
|
|
return Math.ceil(val - epsilon);
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#fuzzyFloor
|
|
*
|
|
* @param {number} val
|
|
* @param {number} [epsilon=(small value)]
|
|
* @return {boolean} floor(val-epsilon)
|
|
*/
|
|
fuzzyFloor: function (val, epsilon) {
|
|
if (typeof epsilon === 'undefined') { epsilon = 0.0001; }
|
|
return Math.floor(val + epsilon);
|
|
},
|
|
|
|
/**
|
|
* Averages all values passed to the function and returns the result.
|
|
*
|
|
* @method Phaser.Math#average
|
|
* @params {...number} The numbers to average
|
|
* @return {number} The average of all given values.
|
|
*/
|
|
average: function () {
|
|
|
|
var sum = 0;
|
|
|
|
for (var i = 0; i < arguments.length; i++) {
|
|
sum += (+arguments[i]);
|
|
}
|
|
|
|
return sum / arguments.length;
|
|
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#truncate
|
|
* @param {number} n
|
|
* @return {integer}
|
|
* @deprecated 2.2.0 - Use `Math.trunc` (now with polyfill)
|
|
*/
|
|
truncate: function (n) {
|
|
return Math.trunc(n);
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#shear
|
|
* @param {number} n
|
|
* @return {number} n mod 1
|
|
*/
|
|
shear: function (n) {
|
|
return n % 1;
|
|
},
|
|
|
|
/**
|
|
* Snap a value to nearest grid slice, using rounding.
|
|
*
|
|
* 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.
|
|
*
|
|
* @method Phaser.Math#snapTo
|
|
* @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}
|
|
*/
|
|
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 {number[]} arr
|
|
* @param {boolean} sort - True if the array needs to be sorted.
|
|
* @return {number}
|
|
* @deprecated 2.2.0 - See {@link Phaser.ArrayUtils.findClosest} for an alternative.
|
|
*/
|
|
snapToInArray: function (input, arr, sort) {
|
|
|
|
if (typeof sort === 'undefined') { sort = true; }
|
|
|
|
if (sort) {
|
|
arr.sort();
|
|
}
|
|
|
|
return Phaser.ArrayUtils.findClosest(input, arr);
|
|
|
|
},
|
|
|
|
/**
|
|
* Round to some place comparative to a `base`, default is 10 for decimal place.
|
|
* The `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}
|
|
* @deprecated 2.2.0 - See {@link Phaser.Math#linear}
|
|
*/
|
|
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} The angle, in radians.
|
|
*/
|
|
angleBetween: function (x1, y1, x2, y2) {
|
|
return Math.atan2(y2 - y1, x2 - x1);
|
|
},
|
|
|
|
/**
|
|
* Find the angle of a segment from (x1, y1) -> (x2, y2).
|
|
* Note that the difference between this method and Math.angleBetween is that this assumes the y coordinate travels
|
|
* down the screen.
|
|
*
|
|
* @method Phaser.Math#angleBetweenY
|
|
* @param {number} x1
|
|
* @param {number} y1
|
|
* @param {number} x2
|
|
* @param {number} y2
|
|
* @return {number} The angle, in radians.
|
|
*/
|
|
angleBetweenY: 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} The angle, in radians.
|
|
*/
|
|
angleBetweenPoints: function (point1, point2) {
|
|
return Math.atan2(point2.y - point1.y, point2.x - point1.x);
|
|
},
|
|
|
|
/**
|
|
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
|
|
* @method Phaser.Math#angleBetweenPointsY
|
|
* @param {Phaser.Point} point1
|
|
* @param {Phaser.Point} point2
|
|
* @return {number} The angle, in radians.
|
|
*/
|
|
angleBetweenPointsY: 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.
|
|
* @deprecated 2.2.0 - Use {@link Phaser.Math#clamp}.
|
|
*/
|
|
normalizeLatitude: function (lat) {
|
|
return Phaser.Math.clamp(lat, -90, 90);
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
* @deprecated 2.2.0 - Use {@link Phaser.Math#wrap}.
|
|
*/
|
|
normalizeLongitude: function (lng) {
|
|
return Phaser.Math.wrap(lng, -180, 180);
|
|
},
|
|
|
|
/**
|
|
* Generate a random bool result based on the chance value.
|
|
*
|
|
* 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.
|
|
*
|
|
* @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.
|
|
* @deprecated 2.2.0 - Use {@link Phaser.Utils.chanceRoll}
|
|
*/
|
|
chanceRoll: function (chance) {
|
|
return Phaser.Utils.chanceRoll(chance);
|
|
},
|
|
|
|
/**
|
|
* Create an array representing the inclusive range of numbers (usually integers) in `[start, end]`.
|
|
*
|
|
* @method Phaser.Math#numberArray
|
|
* @param {number} start - The minimum value the array starts with.
|
|
* @param {number} end - The maximum value the array contains.
|
|
* @return {number[]} The array of number values.
|
|
* @deprecated 2.2.0 - See {@link Phaser.ArrayUtils.numberArray}
|
|
*/
|
|
numberArray: function (start, end) {
|
|
return Phaser.ArrayUtils.numberArray(start, end);
|
|
},
|
|
|
|
/**
|
|
* Create an array of numbers (positive and/or negative) progressing from `start`
|
|
* up to but not including `end` by advancing by `step`.
|
|
*
|
|
* If `start` is less than `stop` a zero-length range is created unless a negative `step` is specified.
|
|
*
|
|
* Certain values for `start` and `end` (eg. NaN/undefined/null) are coerced to 0;
|
|
* for forward compatibility make sure to pass in actual numbers.
|
|
*
|
|
* @method Phaser.Math#numberArrayStep
|
|
* @param {number} start - The start of the range.
|
|
* @param {number} end - The end of the range.
|
|
* @param {number} [step=1] - The value to increment or decrement by.
|
|
* @returns {Array} Returns the new array of numbers.
|
|
* @deprecated 2.2.0 - See {@link Phaser.ArrayUtils.numberArrayStep}
|
|
*/
|
|
numberArrayStep: function(start, end, step) {
|
|
return Phaser.ArrayUtils.numberArrayStep(start, end, step);
|
|
},
|
|
|
|
/**
|
|
* 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) {
|
|
return Math.min(value + amount, max);
|
|
},
|
|
|
|
/**
|
|
* 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) {
|
|
return Math.max(value - amount, min);
|
|
},
|
|
|
|
/**
|
|
* Ensures that the value always stays between min and max, by wrapping the value around.
|
|
*
|
|
* If `max` is not larger than `min` the result is 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, should be larger than `min`.
|
|
* @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.
|
|
*
|
|
* Values _must_ be positive integers, and are passed through Math.abs. See {@link Phaser.Math#wrap} for an alternative.
|
|
*
|
|
* @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;
|
|
|
|
},
|
|
|
|
/**
|
|
* Ensures the given value is between min and max inclusive.
|
|
*
|
|
* @method Phaser.Math#limitValue
|
|
* @param {number} value - The value to limit.
|
|
* @param {number} min - The minimum the value can be.
|
|
* @param {number} max - The maximum the value can be.
|
|
* @return {number} The limited value.
|
|
* @deprecated 2.2.0 - Use {@link Phaser.Math#clamp}
|
|
*/
|
|
limitValue: function(value, min, max) {
|
|
return Phaser.Math.clamp(value, min, max);
|
|
},
|
|
|
|
/**
|
|
* Randomly returns either a 1 or -1.
|
|
*
|
|
* @method Phaser.Math#randomSign
|
|
* @return {number} Either 1 or -1
|
|
* @deprecated 2.2.0 - Use {@link Phaser.Utils.randomChoice} or other
|
|
*/
|
|
randomSign: function () {
|
|
return Phaser.Utils.randomChoice(-1, 1);
|
|
},
|
|
|
|
/**
|
|
* Returns true if the number given is odd.
|
|
*
|
|
* @method Phaser.Math#isOdd
|
|
* @param {integer} n - The number to check.
|
|
* @return {boolean} True if the given number is odd. False if the given number is even.
|
|
*/
|
|
isOdd: function (n) {
|
|
// Does not work with extremely large values
|
|
return (n & 1);
|
|
},
|
|
|
|
/**
|
|
* Returns true if the number given is even.
|
|
*
|
|
* @method Phaser.Math#isEven
|
|
* @param {integer} n - The number to check.
|
|
* @return {boolean} True if the given number is even. False if the given number is odd.
|
|
*/
|
|
isEven: function (n) {
|
|
// Does not work with extremely large values
|
|
return !(n & 1);
|
|
},
|
|
|
|
/**
|
|
* Variation of Math.min that can be passed either an array of numbers or the numbers as parameters.
|
|
*
|
|
* Prefer the standard `Math.min` function when appropriate.
|
|
*
|
|
* @method Phaser.Math#min
|
|
* @return {number} The lowest value from those given.
|
|
* @see {@link http://jsperf.com/math-s-min-max-vs-homemade}
|
|
*/
|
|
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];
|
|
|
|
},
|
|
|
|
/**
|
|
* Variation of Math.max that can be passed either an array of numbers or the numbers as parameters.
|
|
*
|
|
* Prefer the standard `Math.max` function when appropriate.
|
|
*
|
|
* @method Phaser.Math#max
|
|
* @return {number} The largest value from those given.
|
|
* @see {@link http://jsperf.com/math-s-min-max-vs-homemade}
|
|
*/
|
|
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];
|
|
|
|
},
|
|
|
|
/**
|
|
* Variation 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];
|
|
|
|
},
|
|
|
|
/**
|
|
* Variation 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; or -PI and PI if radians.
|
|
*
|
|
* @method Phaser.Math#wrapAngle
|
|
* @param {number} angle - The angle value to wrap
|
|
* @param {boolean} [radians=false] - Set to `true` if the angle is given in radians, otherwise degrees is expected.
|
|
* @return {number} The new angle value; will be the same as the input angle if it was within bounds.
|
|
*/
|
|
wrapAngle: function (angle, radians) {
|
|
|
|
return radians ? this.wrap(angle, -Math.PI, Math.PI) : 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
|
|
* @deprecated 2.2.0 - Use {@link Phaser.Math#clamp} instead
|
|
*/
|
|
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 {Array} 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 {Array} 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 {Array} 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);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Calculates a linear (interpolation) value over t.
|
|
*
|
|
* @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
|
|
* @protected
|
|
* @param {number} n
|
|
* @param {number} i
|
|
* @return {number}
|
|
*/
|
|
bernstein: function (n, i) {
|
|
return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#factorial
|
|
* @param {number} value - the number you want to evaluate
|
|
* @return {number}
|
|
*/
|
|
factorial : function( value ){
|
|
|
|
if(value === 0)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
var res = value;
|
|
|
|
while( --value )
|
|
{
|
|
res *= value;
|
|
}
|
|
|
|
return res;
|
|
|
|
},
|
|
|
|
/**
|
|
* Calculates a callmum rom value.
|
|
*
|
|
* @method Phaser.Math#catmullRom
|
|
* @protected
|
|
* @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;
|
|
|
|
},
|
|
|
|
/**
|
|
* The (absolute) difference between two values.
|
|
*
|
|
* @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 there are no array items that fall within the specified range
|
|
* or if there is no item for the randomly choosen index.
|
|
*
|
|
* @method Phaser.Math#getRandom
|
|
* @param {any[]} objects - An array of objects.
|
|
* @param {integer} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
|
|
* @param {integer} length - Optional restriction on the number of values you want to randomly select from.
|
|
* @return {object} The random object that was selected.
|
|
* @deprecated 2.2.0 - Use {@link Phaser.ArrayUtils.getRandomItem}
|
|
*/
|
|
getRandom: function (objects, startIndex, length) {
|
|
return Phaser.ArrayUtils.getRandomItem(objects, startIndex, length);
|
|
},
|
|
|
|
/**
|
|
* Removes a random object from the given array and returns it.
|
|
*
|
|
* Will return null if there are no array items that fall within the specified range
|
|
* or if there is no item for the randomly choosen index.
|
|
*
|
|
* @method Phaser.Math#removeRandom
|
|
* @param {any[]} objects - An array of objects.
|
|
* @param {integer} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
|
|
* @param {integer} length - Optional restriction on the number of values you want to randomly select from.
|
|
* @return {object} The random object that was removed.
|
|
* @deprecated 2.2.0 - Use {@link Phaser.ArrayUtils.removeRandomItem}
|
|
*/
|
|
removeRandom: function (objects, startIndex, length) {
|
|
return Phaser.ArrayUtils.removeRandomItem(objects, startIndex, length);
|
|
},
|
|
|
|
/**
|
|
* _Do not use this function._
|
|
*
|
|
* Round to the next whole number _towards_ zero.
|
|
*
|
|
* E.g. `floor(1.7) == 1`, and `floor(-2.7) == -2`.
|
|
*
|
|
* @method Phaser.Math#floor
|
|
* @param {number} value - Any number.
|
|
* @return {integer} The rounded value of that number.
|
|
* @deprecated 2.2.0 - Use {@link Phaser.Math#truncate} or `Math.trunc` instead.
|
|
*/
|
|
floor: function (value) {
|
|
return Math.trunc(value);
|
|
},
|
|
|
|
/**
|
|
* _Do not use this function._
|
|
*
|
|
* Round to the next whole number _away_ from zero.
|
|
*
|
|
* E.g. `ceil(1.3) == 2`, and `ceil(-2.3) == -3`.
|
|
*
|
|
* @method Phaser.Math#ceil
|
|
* @param {number} value - Any number.
|
|
* @return {integer} The rounded value of that number.
|
|
* @deprecated 2.2.0 - Use {@link Phaser.Math#roundAwayFromZero} instead.
|
|
*/
|
|
ceil: function (value) {
|
|
return Phaser.Math.roundAwayFromZero(value);
|
|
},
|
|
|
|
/**
|
|
* Round to the next whole number _away_ from zero.
|
|
*
|
|
* @method Phaser.Math#roundAwayFromZero
|
|
* @param {number} value - Any number.
|
|
* @return {integer} The rounded value of that number.
|
|
*/
|
|
roundAwayFromZero: function (value) {
|
|
// "Opposite" of truncate.
|
|
return (value > 0) ? Math.ceil(value) : Math.floor(value);
|
|
},
|
|
|
|
/**
|
|
* Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at
|
|
*
|
|
* 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.
|
|
*
|
|
* @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 {{sin:number[], cos:number[]}} Returns the table data.
|
|
*/
|
|
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 };
|
|
|
|
},
|
|
|
|
/**
|
|
* Moves the element from the start of the array to the end, shifting all items in the process.
|
|
*
|
|
* @method Phaser.Math#shift
|
|
* @param {any[]} array - The array to shift/rotate. The array is modified.
|
|
* @return {any} The shifted value.
|
|
* @deprecated 2.2.0 - Use {@link Phaser.ArrayUtils.rotate} instead
|
|
*/
|
|
shift: function (array) {
|
|
|
|
var s = array.shift();
|
|
array.push(s);
|
|
|
|
return s;
|
|
|
|
},
|
|
|
|
/**
|
|
* Shuffles the data in the given array into a new order.
|
|
* @method Phaser.Math#shuffleArray
|
|
* @param {any[]} array - The array to shuffle
|
|
* @return {any[]} The array
|
|
* @deprecated 2.2.0 - Use {@link Phaser.ArrayUtils.shuffle}
|
|
*/
|
|
shuffleArray: function (array) {
|
|
return Phaser.ArrayUtils.shuffle(array);
|
|
},
|
|
|
|
/**
|
|
* Returns the euclidian 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.
|
|
* @deprecated 2.2.0 - Do the rounding locally.
|
|
*/
|
|
distanceRounded: function (x1, y1, x2, y2) {
|
|
return Math.round(Phaser.Math.distance(x1, y1, x2, y2));
|
|
},
|
|
|
|
/**
|
|
* Force a value within the boundaries by clamping `x` to the 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 `x` to the range `[a, Infinity)`.
|
|
* Roughly the same as `Math.max(x, a)`, except for NaN handling.
|
|
*
|
|
* @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.
|
|
* @see {@link Phaser.Math.fuzzyEqual}
|
|
*/
|
|
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 the value to map
|
|
* @param {number} a1 first endpoint of the range <a1, a2>
|
|
* @param {number} a2 final endpoint of the range <a1, a2>
|
|
* @param {number} b1 first endpoint of the range <b1, b2>
|
|
* @param {number} b2 final endpoint of the range <b1, 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) {
|
|
x = Math.max(0, Math.min(1, (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) {
|
|
x = Math.max(0, Math.min(1, (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.
|
|
*
|
|
* This works differently from `Math.sign` for values of NaN and -0, etc.
|
|
*
|
|
* @method Phaser.Math#sign
|
|
* @param {number} x
|
|
* @return {integer} An integer in {-1, 0, 1}
|
|
*/
|
|
sign: function (x) {
|
|
return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
|
|
},
|
|
|
|
/**
|
|
* Work out what percentage value `a` is of value `b` using the given base.
|
|
*
|
|
* @method Phaser.Math#percent
|
|
* @param {number} a - The value to work out the percentage for.
|
|
* @param {number} b - The value you wish to get the percentage of.
|
|
* @param {number} [base=0] - The base value.
|
|
* @return {number} The percentage a is of b, between 0 and 1.
|
|
*/
|
|
percent: function (a, b, base) {
|
|
|
|
if (typeof base === 'undefined') { base = 0; }
|
|
|
|
if (a > b || base > b)
|
|
{
|
|
return 1;
|
|
}
|
|
else if (a < base || base > a)
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
return (a - base) / b;
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var degreeToRadiansFactor = Math.PI / 180;
|
|
var radianToDegreesFactor = 180 / Math.PI;
|
|
|
|
/**
|
|
* Convert degrees to radians.
|
|
*
|
|
* @method Phaser.Math#degToRad
|
|
* @param {number} degrees - Angle in degrees.
|
|
* @return {number} Angle in radians.
|
|
*/
|
|
Phaser.Math.degToRad = function degToRad (degrees) {
|
|
return degrees * degreeToRadiansFactor;
|
|
};
|
|
|
|
/**
|
|
* Convert degrees to radians.
|
|
*
|
|
* @method Phaser.Math#radToDeg
|
|
* @param {number} radians - Angle in radians.
|
|
* @return {number} Angle in degrees
|
|
*/
|
|
Phaser.Math.radToDeg = function radToDeg (radians) {
|
|
return radians * radianToDegreesFactor;
|
|
};
|
|
</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 Tue Jan 06 2015 06:31:48 GMT-0000 (GMT) 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>
|