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arcade-physics

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"use strict"; /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ Object.defineProperty(exports, "__esModule", { value: true }); /** * Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y). * * The difference between this method and {@link Phaser.Math.Angle.BetweenPoints} is that this assumes the y coordinate * travels down the screen. * * @function Phaser.Math.Angle.BetweenPointsY * @since 3.0.0 * * @param {Phaser.Types.Math.Vector2Like} point1 - The first point. * @param {Phaser.Types.Math.Vector2Like} point2 - The second point. * * @return {number} The angle in radians. */ const BetweenPointsY = (point1, point2) => { return Math.atan2(point2.x - point1.x, point2.y - point1.y); }; exports.default = BetweenPointsY; //# sourceMappingURL=BetweenPointsY.js.map