arcade-physics
Version:
Use Arcade Physics without Phaser.
21 lines • 1.22 kB
TypeScript
export default TransformXY;
/**
* Takes the `x` and `y` coordinates and transforms them into the same space as
* defined by the position, rotation and scale values.
*
* @function Phaser.Math.TransformXY
* @since 3.0.0
*
* @param {number} x - The x coordinate to be transformed.
* @param {number} y - The y coordinate to be transformed.
* @param {number} positionX - Horizontal position of the transform point.
* @param {number} positionY - Vertical position of the transform point.
* @param {number} rotation - Rotation of the transform point, in radians.
* @param {number} scaleX - Horizontal scale of the transform point.
* @param {number} scaleY - Vertical scale of the transform point.
* @param {(Phaser.Math.Vector2|Phaser.Geom.Point|object)} [output] - The output vector, point or object for the translated coordinates.
*
* @return {(Phaser.Math.Vector2|Phaser.Geom.Point|object)} The translated point.
*/
declare function TransformXY(x: number, y: number, positionX: number, positionY: number, rotation: number, scaleX: number, scaleY: number, output?: (Phaser.Math.Vector2 | Phaser.Geom.Point | object)): (Phaser.Math.Vector2 | Phaser.Geom.Point | object);
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