arcade-physics
Version:
Use Arcade Physics without Phaser.
41 lines • 1.2 kB
JavaScript
;
/**
* @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 });
exports.Rotate180 = void 0;
const RotateMatrix_1 = require("./RotateMatrix");
/**
* Rotates the array matrix 180 degrees.
*
* A matrix is a two-dimensional array (array of arrays), where all sub-arrays (rows)
* have the same length. There must be at least two rows. This is an example matrix:
*
* ```
* [
* [ 1, 1, 1, 1, 1, 1 ],
* [ 2, 0, 0, 0, 0, 4 ],
* [ 2, 0, 1, 2, 0, 4 ],
* [ 2, 0, 3, 4, 0, 4 ],
* [ 2, 0, 0, 0, 0, 4 ],
* [ 3, 3, 3, 3, 3, 3 ]
* ]
* ```
*
* @function Phaser.Utils.Array.Matrix.Rotate180
* @since 3.0.0
*
* @generic T
* @genericUse {T[][]} - [matrix,$return]
*
* @param {T[][]} [matrix] - The array to rotate.
*
* @return {T[][]} The rotated matrix array. The source matrix should be discard for the returned matrix.
*/
const Rotate180 = matrix => {
return (0, RotateMatrix_1.RotateMatrix)(matrix, 180);
};
exports.Rotate180 = Rotate180;
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