arcade-physics
Version:
Use Arcade Physics without Phaser.
39 lines • 1.34 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 const_1 = __importDefault(require("../const"));
/**
* Takes an angle in Phasers default clockwise format and converts it so that
* 0 is North, 90 is West, 180 is South and 270 is East,
* therefore running counter-clockwise instead of clockwise.
*
* You can pass in the angle from a Game Object using:
*
* ```javascript
* var converted = CounterClockwise(gameobject.rotation);
* ```
*
* All values for this function are in radians.
*
* @function Phaser.Math.Angle.CounterClockwise
* @since 3.16.0
*
* @param {number} angle - The angle to convert, in radians.
*
* @return {number} The converted angle, in radians.
*/
const CounterClockwise = angle => {
if (angle > Math.PI) {
angle -= const_1.default.PI2;
}
return Math.abs((((angle + const_1.default.TAU) % const_1.default.PI2) - const_1.default.PI2) % const_1.default.PI2);
};
exports.default = CounterClockwise;
//# sourceMappingURL=CounterClockwise.js.map