phaser/Phaser/geom/Point.ts
2013-05-21 04:12:54 +01:00

367 lines
No EOL
12 KiB
TypeScript

/// <reference path="../Game.ts" />
/**
* Phaser - Point
*
* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
*/
module Phaser {
export class Point {
/**
* Creates a new point. If you pass no parameters to this method, a point is created at (0,0).
* @class Point
* @constructor
* @param {Number} x The horizontal position of this point (default 0)
* @param {Number} y The vertical position of this point (default 0)
**/
constructor(x: number = 0, y: number = 0) {
this.setTo(x, y);
}
/**
* The horizontal position of this point (default 0)
* @property x
* @type {Number}
**/
public x: number;
/**
* The vertical position of this point (default 0)
* @property y
* @type {Number}
**/
public y: number;
/**
* Adds the coordinates of another point to the coordinates of this point to create a new point.
* @method add
* @param {Point} point - The point to be added.
* @return {Point} The new Point object.
**/
public add(toAdd: Point, output?: Point = new Point): Point {
return output.setTo(this.x + toAdd.x, this.y + toAdd.y);
}
/**
* Adds the given values to the coordinates of this point and returns it
* @method addTo
* @param {Number} x - The amount to add to the x value of the point
* @param {Number} y - The amount to add to the x value of the point
* @return {Point} This Point object.
**/
public addTo(x?: number = 0, y?: number = 0): Point {
return this.setTo(this.x + x, this.y + y);
}
/**
* Adds the given values to the coordinates of this point and returns it
* @method addTo
* @param {Number} x - The amount to add to the x value of the point
* @param {Number} y - The amount to add to the x value of the point
* @return {Point} This Point object.
**/
public subtractFrom(x?: number = 0, y?: number = 0): Point {
return this.setTo(this.x - x, this.y - y);
}
/**
* Inverts the x and y values of this point
* @method invert
* @return {Point} This Point object.
**/
public invert(): Point {
return this.setTo(this.y, this.x);
}
/**
* Clamps this Point object to be between the given min and max
* @method clamp
* @param {number} The minimum value to clamp this Point to
* @param {number} The maximum value to clamp this Point to
* @return {Point} This Point object.
**/
public clamp(min: number, max: number): Point {
this.clampX(min, max);
this.clampY(min, max);
return this;
}
/**
* Clamps the x value of this Point object to be between the given min and max
* @method clampX
* @param {number} The minimum value to clamp this Point to
* @param {number} The maximum value to clamp this Point to
* @return {Point} This Point object.
**/
public clampX(min: number, max: number): Point {
this.x = Math.max(Math.min(this.x, max), min);
return this;
}
/**
* Clamps the y value of this Point object to be between the given min and max
* @method clampY
* @param {number} The minimum value to clamp this Point to
* @param {number} The maximum value to clamp this Point to
* @return {Point} This Point object.
**/
public clampY(min: number, max: number): Point {
this.x = Math.max(Math.min(this.x, max), min);
this.y = Math.max(Math.min(this.y, max), min);
return this;
}
/**
* Creates a copy of this Point.
* @method clone
* @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
* @return {Point} The new Point object.
**/
public clone(output?: Point = new Point): Point {
return output.setTo(this.x, this.y);
}
/**
* Copies the point data from the source Point object into this Point object.
* @method copyFrom
* @param {Point} source - The point to copy from.
* @return {Point} This Point object. Useful for chaining method calls.
**/
public copyFrom(source: Point): Point {
return this.setTo(source.x, source.y);
}
/**
* Copies the point data from this Point object to the given target Point object.
* @method copyTo
* @param {Point} target - The point to copy to.
* @return {Point} The target Point object.
**/
public copyTo(target: Point): Point {
return target.setTo(this.x, this.y);
}
/**
* Returns the distance from this Point object to the given Point object.
* @method distanceFrom
* @param {Point} target - The destination Point object.
* @param {Boolean} round - Round the distance to the nearest integer (default false)
* @return {Number} The distance between this Point object and the destination Point object.
**/
public distanceTo(target: Point, round?: bool = false): number {
var dx = this.x - target.x;
var dy = this.y - target.y;
if (round === true)
{
return Math.round(Math.sqrt(dx * dx + dy * dy));
}
else
{
return Math.sqrt(dx * dx + dy * dy);
}
}
/**
* Returns the distance between the two Point objects.
* @method distanceBetween
* @param {Point} pointA - The first Point object.
* @param {Point} pointB - The second Point object.
* @param {Boolean} round - Round the distance to the nearest integer (default false)
* @return {Number} The distance between the two Point objects.
**/
public static distanceBetween(pointA: Point, pointB: Point, round?: bool = false): number {
var dx: number = pointA.x - pointB.x;
var dy: number = pointA.y - pointB.y;
if (round === true)
{
return Math.round(Math.sqrt(dx * dx + dy * dy));
}
else
{
return Math.sqrt(dx * dx + dy * dy);
}
}
/**
* Returns true if the distance between this point and a target point is greater than or equal a specified distance.
* This avoids using a costly square root operation
* @method distanceCompare
* @param {Point} target - The Point object to use for comparison.
* @param {Number} distance - The distance to use for comparison.
* @return {Boolena} True if distance is >= specified distance.
**/
public distanceCompare(target: Point, distance: number): bool {
if (this.distanceTo(target) >= distance)
{
return true;
}
else
{
return false;
}
}
/**
* Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values.
* @method equals
* @param {Point} point - The point to compare against.
* @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal.
**/
public equals(toCompare: Point): bool {
if (this.x === toCompare.x && this.y === toCompare.y)
{
return true;
}
else
{
return false;
}
}
/**
* Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2.
* The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2).
* @method interpolate
* @param {Point} pointA - The first Point object.
* @param {Point} pointB - The second Point object.
* @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned.
* @return {Point} The new interpolated Point object.
**/
public interpolate(pointA, pointB, f) {
}
/**
* Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value.
* The value of dy is added to the original value of y to create the new y value.
* @method offset
* @param {Number} dx - The amount by which to offset the horizontal coordinate, x.
* @param {Number} dy - The amount by which to offset the vertical coordinate, y.
* @return {Point} This Point object. Useful for chaining method calls.
**/
public offset(dx: number, dy: number): Point {
this.x += dx;
this.y += dy;
return this;
}
/**
* Converts a pair of polar coordinates to a Cartesian point coordinate.
* @method polar
* @param {Number} length - The length coordinate of the polar pair.
* @param {Number} angle - The angle, in radians, of the polar pair.
* @return {Point} The new Cartesian Point object.
**/
public polar(length, angle) {
}
/**
* Rotates the point around the x/y coordinates given to the desired angle
* @param x {number} The x coordinate of the anchor point
* @param y {number} The y coordinate of the anchor point
* @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from.
* @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)?
* @param {Number} distance An optional distance constraint between the point and the anchor
* @return The modified point object
*/
public rotate(cx: number, cy: number, angle: number, asDegrees: bool = false, distance?:number = null) {
if (asDegrees)
{
angle = angle * GameMath.DEG_TO_RAD;
}
// Get distance from origin (cx/cy) to this point
if (distance === null)
{
distance = Math.sqrt(((cx - this.x) * (cx - this.x)) + ((cy - this.y) * (cy - this.y)));
}
return this.setTo(cx + distance * Math.cos(angle), cy + distance * Math.sin(angle));
}
/**
* Sets the x and y values of this Point object to the given coordinates.
* @method setTo
* @param {Number} x - The horizontal position of this point.
* @param {Number} y - The vertical position of this point.
* @return {Point} This Point object. Useful for chaining method calls.
**/
public setTo(x: number, y: number): Point {
this.x = x;
this.y = y;
return this;
}
/**
* Subtracts the coordinates of another point from the coordinates of this point to create a new point.
* @method subtract
* @param {Point} point - The point to be subtracted.
* @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
* @return {Point} The new Point object.
**/
public subtract(point: Point, output?: Point = new Point): Point {
return output.setTo(this.x - point.x, this.y - point.y);
}
/**
* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the instance.
**/
public toString(): string {
return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
}
}
}