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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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import {canvas2d_draw_label} from "../../../graphics/canvas/canvas2d_draw_label.js"; import {formatTruncDecimal} from "./formatTruncDecimal.js"; import {v2_length} from "../../../../core/geom/vec2/v2_length.js"; /** * * @param {CanvasRenderingContext2D} ctx * @param {number} position_x0 * @param {number} position_y0 * @param {number} position_x1 * @param {number} position_y1 * @param {number} spacing * @param {number} value_0 * @param {number} value_1 * @param {number} valueStep */ export function canvas2dDrawWorldAxisLabels({ ctx, position_x0, position_y0, position_x1, position_y1, spacing = 10, value_0, value_1, valueStep }) { if (spacing <= 0) { throw new Error(`Spacing must be greater than 0`); } // compute direction vector const delta_x = position_x1 - position_x0; const delta_y = position_y1 - position_y0; const distance = v2_length(delta_x, delta_y); if (distance === 0) { throw new Error(`Distance must be greater than 0`); } const direction_x = delta_x / distance; const direction_y = delta_y / distance; // number of marks const mark_count = Math.ceil(distance / spacing); for (let i = 0; i <= mark_count; i++) { const offset = spacing * i; const point_x = position_x0 + direction_x * offset; const point_y = position_y0 + direction_y * offset; // compute label value based on valueStep const value = value_0 + i * valueStep; canvas2d_draw_label({ ctx, text: formatTruncDecimal(value), x: point_x, y: point_y }); } }