arcade-physics
Version:
Use Arcade Physics without Phaser.
28 lines • 963 B
JavaScript
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/**
* @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 (x1, y1) -> (x2, y2).
*
* The difference between this method and {@link Phaser.Math.Angle.Between} is that this assumes the y coordinate
* travels down the screen.
*
* @function Phaser.Math.Angle.BetweenY
* @since 3.0.0
*
* @param {number} x1 - The x coordinate of the first point.
* @param {number} y1 - The y coordinate of the first point.
* @param {number} x2 - The x coordinate of the second point.
* @param {number} y2 - The y coordinate of the second point.
*
* @return {number} The angle in radians.
*/
const BetweenY = (x1, y1, x2, y2) => {
return Math.atan2(x2 - x1, y2 - y1);
};
exports.default = BetweenY;
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