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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 }); /** * Gets the shortest angle between `angle1` and `angle2`. * * Both angles must be in the range -180 to 180, which is the same clamped * range that `sprite.angle` uses, so you can pass in two sprite angles to * this method and get the shortest angle back between the two of them. * * The angle returned will be in the same range. If the returned angle is * greater than 0 then it's a counter-clockwise rotation, if < 0 then it's * a clockwise rotation. * * @function Phaser.Math.Angle.ShortestBetween * @since 3.0.0 * * @param {number} angle1 - The first angle in the range -180 to 180. * @param {number} angle2 - The second angle in the range -180 to 180. * * @return {number} The shortest angle, in degrees. If greater than zero it's a counter-clockwise rotation. */ const ShortestBetween = (angle1, angle2) => { const difference = angle2 - angle1; if (difference === 0) { return 0; } const times = Math.floor((difference - -180) / 360); return difference - times * 360; }; exports.default = ShortestBetween; //# sourceMappingURL=ShortestBetween.js.map