arcade-physics
Version:
Use Arcade Physics without Phaser.
45 lines • 2.08 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var __importDefault = (this && this.__importDefault) || function (mod) {
return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", { value: true });
const GetPoint_1 = __importDefault(require("./GetPoint"));
const Perimeter_1 = __importDefault(require("./Perimeter"));
// Return an array of points from the perimeter of the rectangle
// each spaced out based on the quantity or step required
/**
* Return an array of points from the perimeter of the rectangle, each spaced out based on the quantity or step required.
*
* @function Phaser.Geom.Rectangle.GetPoints
* @since 3.0.0
*
* @generic {Phaser.Geom.Point[]} O - [out,$return]
*
* @param {Phaser.Geom.Rectangle} rectangle - The Rectangle object to get the points from.
* @param {number} step - Step between points. Used to calculate the number of points to return when quantity is falsey. Ignored if quantity is positive.
* @param {number} quantity - The number of evenly spaced points from the rectangles perimeter to return. If falsey, step param will be used to calculate the number of points.
* @param {(array|Phaser.Geom.Point[])} [out] - An optional array to store the points in.
*
* @return {(array|Phaser.Geom.Point[])} An array of Points from the perimeter of the rectangle.
*/
const GetPoints = (rectangle, quantity, stepRate, out) => {
if (out === undefined) {
out = [];
}
// If quantity is a falsey value (false, null, 0, undefined, etc) then we calculate it based on the stepRate instead.
if (!quantity && stepRate > 0) {
quantity = (0, Perimeter_1.default)(rectangle) / stepRate;
}
for (let i = 0; i < quantity; i++) {
const position = i / quantity;
out.push((0, GetPoint_1.default)(rectangle, position));
}
return out;
};
exports.default = GetPoints;
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