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arcade-physics

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Rotates the array matrix based on the given rotation value. * * The value can be given in degrees: 90, -90, 270, -270 or 180, * or a string command: `rotateLeft`, `rotateRight` or `rotate180`. * * Based on the routine from {@link http://jsfiddle.net/MrPolywhirl/NH42z/}. * * 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.RotateMatrix * @since 3.0.0 * * @generic T * @genericUse {T[][]} - [matrix,$return] * * @param {T[][]} [matrix] - The array to rotate. * @param {(number|string)} [direction=90] - The amount to rotate the matrix by. * * @return {T[][]} The rotated matrix array. The source matrix should be discard for the returned matrix. */ declare const RotateMatrix: (matrix: any, direction: any) => any; export { RotateMatrix }; //# sourceMappingURL=RotateMatrix.d.ts.map