arcade-physics
Version:
Use Arcade Physics without Phaser.
36 lines • 1.46 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 Triangle_1 = __importDefault(require("./Triangle"));
/**
* Builds an equilateral triangle. In the equilateral triangle, all the sides are the same length (congruent) and all the angles are the same size (congruent).
* The x/y specifies the top-middle of the triangle (x1/y1) and length is the length of each side.
*
* @function Phaser.Geom.Triangle.BuildEquilateral
* @since 3.0.0
*
* @param {number} x - x coordinate of the top point of the triangle.
* @param {number} y - y coordinate of the top point of the triangle.
* @param {number} length - Length of each side of the triangle.
*
* @return {Phaser.Geom.Triangle} The Triangle object of the given size.
*/
const BuildEquilateral = (x, y, length) => {
const height = length * (Math.sqrt(3) / 2);
const x1 = x;
const y1 = y;
const x2 = x + length / 2;
const y2 = y + height;
const x3 = x - length / 2;
const y3 = y + height;
return new Triangle_1.default(x1, y1, x2, y2, x3, y3);
};
exports.default = BuildEquilateral;
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