arcade-physics
Version:
Use Arcade Physics without Phaser.
71 lines • 2.36 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.RotateMatrix = void 0;
const CheckMatrix_1 = require("./CheckMatrix");
const TransposeMatrix_1 = require("./TransposeMatrix");
/**
* 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.
*/
const RotateMatrix = (matrix, direction) => {
if (direction === undefined) {
direction = 90;
}
if (!(0, CheckMatrix_1.CheckMatrix)(matrix)) {
return null;
}
if (typeof direction !== 'string') {
direction = ((direction % 360) + 360) % 360;
}
if (direction === 90 || direction === -270 || direction === 'rotateLeft') {
matrix = (0, TransposeMatrix_1.TransposeMatrix)(matrix);
matrix.reverse();
}
else if (direction === -90 || direction === 270 || direction === 'rotateRight') {
matrix.reverse();
matrix = (0, TransposeMatrix_1.TransposeMatrix)(matrix);
}
else if (Math.abs(direction) === 180 || direction === 'rotate180') {
for (let i = 0; i < matrix.length; i++) {
matrix[i].reverse();
}
matrix.reverse();
}
return matrix;
};
exports.RotateMatrix = RotateMatrix;
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