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694 lines
18 KiB
HTML
694 lines
18 KiB
HTML
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<h1 class="page-title">Source: geom/Point.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 2013 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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* Creates a new Point. If you pass no parameters a Point is created set to (0,0).
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* @class Phaser.Point
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* @classdesc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
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* @constructor
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* @param {number} x The horizontal position of this Point (default 0)
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* @param {number} y The vertical position of this Point (default 0)
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**/
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Phaser.Point = function (x, y) {
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x = x || 0;
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y = y || 0;
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/**
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* @property {number} x - The x coordinate of the point.
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**/
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this.x = x;
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/**
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* @property {number} y - The y coordinate of the point.
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**/
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this.y = y;
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};
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Phaser.Point.prototype = {
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/**
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* Copies the x and y properties from any given object to this Point.
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* @method Phaser.Point#copyFrom
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* @param {any} source - The object to copy from.
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* @return {Point} This Point object.
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**/
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copyFrom: function (source) {
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return this.setTo(source.x, source.y);
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},
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/**
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* Inverts the x and y values of this Point
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* @method Phaser.Point#invert
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* @return {Point} This Point object.
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**/
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invert: function () {
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return this.setTo(this.y, this.x);
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},
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/**
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* Sets the x and y values of this Point object to the given coordinates.
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* @method Phaser.Point#setTo
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* @param {number} x - The horizontal position of this point.
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* @param {number} y - The vertical position of this point.
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* @return {Point} This Point object. Useful for chaining method calls.
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**/
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setTo: function (x, y) {
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this.x = x;
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this.y = y;
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return this;
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},
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/**
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* Adds the given x and y values to this Point.
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* @method Phaser.Point#add
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* @param {number} x - The value to add to Point.x.
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* @param {number} y - The value to add to Point.y.
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* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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**/
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add: function (x, y) {
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this.x += x;
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this.y += y;
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return this;
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},
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/**
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* Subtracts the given x and y values from this Point.
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* @method Phaser.Point#subtract
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* @param {number} x - The value to subtract from Point.x.
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* @param {number} y - The value to subtract from Point.y.
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* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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**/
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subtract: function (x, y) {
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this.x -= x;
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this.y -= y;
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return this;
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},
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/**
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* Multiplies Point.x and Point.y by the given x and y values.
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* @method Phaser.Point#multiply
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* @param {number} x - The value to multiply Point.x by.
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* @param {number} y - The value to multiply Point.x by.
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* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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**/
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multiply: function (x, y) {
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this.x *= x;
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this.y *= y;
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return this;
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},
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/**
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* Divides Point.x and Point.y by the given x and y values.
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* @method Phaser.Point#divide
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* @param {number} x - The value to divide Point.x by.
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* @param {number} y - The value to divide Point.x by.
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* @return {Phaser.Point} This Point object. Useful for chaining method calls.
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**/
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divide: function (x, y) {
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this.x /= x;
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this.y /= y;
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return this;
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},
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/**
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* Clamps the x value of this Point to be between the given min and max.
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* @method Phaser.Point#clampX
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* @param {number} min - The minimum value to clamp this Point to.
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* @param {number} max - The maximum value to clamp this Point to.
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* @return {Phaser.Point} This Point object.
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*/
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clampX: function (min, max) {
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this.x = Phaser.Math.clamp(this.x, min, max);
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return this;
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},
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/**
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* Clamps the y value of this Point to be between the given min and max
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* @method Phaser.Point#clampY
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* @param {number} min - The minimum value to clamp this Point to.
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* @param {number} max - The maximum value to clamp this Point to.
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* @return {Phaser.Point} This Point object.
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*/
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clampY: function (min, max) {
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this.y = Phaser.Math.clamp(this.y, min, max);
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return this;
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},
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/**
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* Clamps this Point object values to be between the given min and max.
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* @method Phaser.Point#clamp
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* @param {number} min - The minimum value to clamp this Point to.
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* @param {number} max - The maximum value to clamp this Point to.
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* @return {Phaser.Point} This Point object.
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*/
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clamp: function (min, max) {
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this.x = Phaser.Math.clamp(this.x, min, max);
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this.y = Phaser.Math.clamp(this.y, min, max);
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return this;
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},
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/**
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* Creates a copy of the given Point.
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* @method Phaser.Point#clone
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* @param {Phaser.Point} [output] Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
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* @return {Phaser.Point} The new Point object.
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*/
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clone: function (output) {
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if (typeof output === "undefined") { output = new Phaser.Point; }
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return output.setTo(this.x, this.y);
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},
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/**
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* Copies the x and y properties from any given object to this Point.
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* @method Phaser.Point#copyFrom
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* @param {any} source - The object to copy from.
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* @return {Point} This Point object.
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**/
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copyFrom: function (source) {
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return this.setTo(source.x, source.y);
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},
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/**
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* Copies the x and y properties from this Point to any given object.
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* @method Phaser.Point#copyTo
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* @param {any} dest - The object to copy to.
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* @return {Object} The dest object.
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**/
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copyTo: function(dest) {
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dest[x] = this.x;
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dest[y] = this.y;
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return dest;
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},
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/**
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* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)
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* @method Phaser.Point#distance
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* @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.
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* @param {boolean} [round] - Round the distance to the nearest integer (default false).
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* @return {number} The distance between this Point object and the destination Point object.
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*/
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distance: function (dest, round) {
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return Phaser.Point.distance(this, dest, round);
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},
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/**
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* Determines whether the given objects x/y values are equal to this Point object.
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* @method Phaser.Point#equals
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* @param {Phaser.Point} a - The first object to compare.
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* @return {boolean} A value of true if the Points are equal, otherwise false.
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*/
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equals: function (a) {
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return (a.x == this.x && a.y == this.y);
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},
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/**
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* Rotates this Point around the x/y coordinates given to the desired angle.
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* @method Phaser.Point#rotate
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* @param {number} x - The x coordinate of the anchor point
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* @param {number} y - The y coordinate of the anchor point
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* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
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* @param {boolean} asDegrees - Is the given rotation in radians (false) or degrees (true)?
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* @param {number} [distance] - An optional distance constraint between the Point and the anchor.
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* @return {Phaser.Point} The modified point object.
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*/
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rotate: function (x, y, angle, asDegrees, distance) {
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return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance);
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},
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/**
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* Returns a string representation of this object.
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* @method Phaser.Point#toString
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* @return {string} A string representation of the instance.
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**/
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toString: function () {
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return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
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}
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};
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/**
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* Adds the coordinates of two points together to create a new point.
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* @method Phaser.Point.add
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* @param {Phaser.Point} a - The first Point object.
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* @param {Phaser.Point} b - The second Point object.
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* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Phaser.Point} The new Point object.
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*/
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Phaser.Point.add = function (a, b, out) {
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if (typeof out === "undefined") { out = new Phaser.Point(); }
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out.x = a.x + b.x;
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out.y = a.y + b.y;
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return out;
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};
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/**
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* Subtracts the coordinates of two points to create a new point.
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* @method Phaser.Point.subtract
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* @param {Phaser.Point} a - The first Point object.
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* @param {Phaser.Point} b - The second Point object.
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* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Phaser.Point} The new Point object.
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*/
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Phaser.Point.subtract = function (a, b, out) {
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if (typeof out === "undefined") { out = new Phaser.Point(); }
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out.x = a.x - b.x;
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out.y = a.y - b.y;
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return out;
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};
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/**
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* Multiplies the coordinates of two points to create a new point.
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* @method Phaser.Point.multiply
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* @param {Phaser.Point} a - The first Point object.
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* @param {Phaser.Point} b - The second Point object.
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* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Phaser.Point} The new Point object.
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*/
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Phaser.Point.multiply = function (a, b, out) {
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if (typeof out === "undefined") { out = new Phaser.Point(); }
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out.x = a.x * b.x;
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out.y = a.y * b.y;
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return out;
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};
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/**
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* Divides the coordinates of two points to create a new point.
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* @method Phaser.Point.divide
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* @param {Phaser.Point} a - The first Point object.
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* @param {Phaser.Point} b - The second Point object.
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* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Phaser.Point} The new Point object.
|
|
*/
|
|
Phaser.Point.divide = function (a, b, out) {
|
|
|
|
if (typeof out === "undefined") { out = new Phaser.Point(); }
|
|
|
|
out.x = a.x / b.x;
|
|
out.y = a.y / b.y;
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.
|
|
* @method Phaser.Point.equals
|
|
* @param {Phaser.Point} a - The first Point object.
|
|
* @param {Phaser.Point} b - The second Point object.
|
|
* @return {boolean} A value of true if the Points are equal, otherwise false.
|
|
*/
|
|
Phaser.Point.equals = function (a, b) {
|
|
return (a.x == b.x && a.y == b.y);
|
|
};
|
|
|
|
/**
|
|
* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties).
|
|
* @method Phaser.Point.distance
|
|
* @param {object} a - The target object. Must have visible x and y properties that represent the center of the object.
|
|
* @param {object} b - The target object. Must have visible x and y properties that represent the center of the object.
|
|
* @param {boolean} [round] - Round the distance to the nearest integer (default false).
|
|
* @return {number} The distance between this Point object and the destination Point object.
|
|
*/
|
|
Phaser.Point.distance = function (a, b, round) {
|
|
|
|
if (typeof round === "undefined") { round = false }
|
|
|
|
if (round)
|
|
{
|
|
return Phaser.Math.distanceRound(a.x, a.y, b.x, b.y);
|
|
}
|
|
else
|
|
{
|
|
return Phaser.Math.distance(a.x, a.y, b.x, b.y);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Rotates a Point around the x/y coordinates given to the desired angle.
|
|
* @method Phaser.Point.rotate
|
|
* @param {Phaser.Point} a - The Point object to rotate.
|
|
* @param {number} x - The x coordinate of the anchor point
|
|
* @param {number} y - The y coordinate of the anchor point
|
|
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
|
|
* @param {boolean} asDegrees - Is the given rotation in radians (false) or degrees (true)?
|
|
* @param {number} distance - An optional distance constraint between the Point and the anchor.
|
|
* @return {Phaser.Point} The modified point object.
|
|
*/
|
|
Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) {
|
|
|
|
asDegrees = asDegrees || false;
|
|
distance = distance || null;
|
|
|
|
if (asDegrees)
|
|
{
|
|
angle = Phaser.Math.radToDeg(angle);
|
|
}
|
|
|
|
// Get distance from origin (cx/cy) to this point
|
|
if (distance === null)
|
|
{
|
|
distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y)));
|
|
}
|
|
|
|
return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle));
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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on Thu Oct 03 2013 01:18:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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