arcade-physics
Version:
Use Arcade Physics without Phaser.
26 lines • 1.15 kB
TypeScript
export default RotateAroundDistance;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Rotate a `point` around `x` and `y` by the given `angle` and `distance`.
*
* In polar notation, this maps a point from (r, t) to (distance, t + angle), vs. the origin (x, y).
*
* @function Phaser.Math.RotateAroundDistance
* @since 3.0.0
*
* @generic {Phaser.Types.Math.Vector2Like} T - [point,$return]
*
* @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
* @param {number} x - The horizontal coordinate to rotate around.
* @param {number} y - The vertical coordinate to rotate around.
* @param {number} angle - The angle of rotation in radians.
* @param {number} distance - The distance from (x, y) to place the point at.
*
* @return {Phaser.Types.Math.Vector2Like} The given point.
*/
declare function RotateAroundDistance(point: (Phaser.Geom.Point | object), x: number, y: number, angle: number, distance: number): Phaser.Types.Math.Vector2Like;
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