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phaser-multires

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: src/geom/Point.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> <li class="class-depth-0"> <a href="Phaser.KeyCode.html">KeyCode</a> </li> <li class="class-depth-0"> <a href="PIXI.html">PIXI</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a href="Phaser.Animation.html">Animation</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationManager.html">AnimationManager</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationParser.html">AnimationParser</a> </li> <li class="class-depth-1"> <a href="Phaser.ArraySet.html">ArraySet</a> </li> <li class="class-depth-1"> <a href="Phaser.ArrayUtils.html">ArrayUtils</a> </li> <li class="class-depth-1"> <a href="Phaser.AudioSprite.html">AudioSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapData.html">BitmapData</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapText.html">BitmapText</a> </li> <li class="class-depth-1"> <a href="Phaser.Bullet.html">Bullet</a> </li> <li class="class-depth-1"> <a href="Phaser.Button.html">Button</a> </li> <li class="class-depth-1"> <a href="Phaser.Cache.html">Cache</a> </li> <li class="class-depth-1"> <a href="Phaser.Camera.html">Camera</a> </li> <li class="class-depth-1"> <a href="Phaser.Canvas.html">Canvas</a> </li> <li class="class-depth-1"> <a href="Phaser.Circle.html">Circle</a> </li> <li class="class-depth-1"> <a href="Phaser.Color.html">Color</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Angle.html">Angle</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Animation.html">Animation</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.AutoCull.html">AutoCull</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Bounds.html">Bounds</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.BringToTop.html">BringToTop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Core.html">Core</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Crop.html">Crop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Delta.html">Delta</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Destroy.html">Destroy</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Health.html">Health</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InCamera.html">InCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InputEnabled.html">InputEnabled</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InWorld.html">InWorld</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LifeSpan.html">LifeSpan</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LoadTexture.html">LoadTexture</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Overlap.html">Overlap</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Reset.html">Reset</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Smoothed.html">Smoothed</a> </li> <li class="class-depth-1"> <a href="Phaser.Create.html">Create</a> </li> <li class="class-depth-1"> <a href="Phaser.Creature.html">Creature</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.DeviceButton.html">DeviceButton</a> </li> <li class="class-depth-1"> <a href="Phaser.DOM.html">DOM</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.ImageCollection.html">ImageCollection</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Matrix.html">Matrix</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.PointerMode.html">PointerMode</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.RoundedRectangle.html">RoundedRectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> <a href="Phaser.SignalBinding.html">SignalBinding</a> </li> <li class="class-depth-1"> <a href="Phaser.SinglePad.html">SinglePad</a> </li> <li class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenData.html">TweenData</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.Video.html">Video</a> </li> <li class="class-depth-1"> <a href="Phaser.Weapon.html">Weapon</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> <li class="class-depth-1"> <a href="PIXI.AbstractFilter.html">AbstractFilter</a> </li> <li class="class-depth-1"> <a href="PIXI.BaseTexture.html">BaseTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasBuffer.html">CanvasBuffer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasGraphics.html">CanvasGraphics</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasPool.html">CanvasPool</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasRenderer.html">CanvasRenderer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasTinter.html">CanvasTinter</a> </li> <li class="class-depth-1"> <a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObject.html">DisplayObject</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a> </li> <li class="class-depth-1"> <a href="PIXI.EarCut.html">EarCut</a> </li> <li class="class-depth-1"> <a href="PIXI.Event.html">Event</a> </li> <li class="class-depth-1"> <a href="PIXI.EventTarget.html">EventTarget</a> </li> <li class="class-depth-1"> <a href="PIXI.FilterTexture.html">FilterTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="PIXI.GraphicsData.html">GraphicsData</a> </li> <li class="class-depth-1"> <a href="PIXI.PIXI.html">PIXI</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiFastShader.html">PixiFastShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiShader.html">PixiShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PolyK.html">PolyK</a> </li> <li class="class-depth-1"> <a href="PIXI.PrimitiveShader.html">PrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="PIXI.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="PIXI.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.Strip.html">Strip</a> </li> <li class="class-depth-1"> <a href="PIXI.StripShader.html">StripShader</a> </li> <li class="class-depth-1"> <a href="PIXI.Texture.html">Texture</a> </li> <li class="class-depth-1"> <a href="PIXI.TilingSprite.html">TilingSprite</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLRenderer.html">WebGLRenderer</a> </li> </ul> </li> <li class="dropdown"> <a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_UP">ANGLE_UP</a> </li> <li class="class-depth-0"> <a href="global.html#AUTO">AUTO</a> </li> <li 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href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/geom/Point.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. * The following code creates a point at (0,0): * `var myPoint = new Phaser.Point();` * You can also use them as 2D Vectors and you'll find different vector related methods in this class. * * @class Phaser.Point * @constructor * @param {number} [x=0] - The horizontal position of this Point. * @param {number} [y=0] - The vertical position of this Point. */ Phaser.Point = function (x, y) { x = x || 0; y = y || 0; /** * @property {number} x - The x value of the point. */ this.x = x; /** * @property {number} y - The y value of the point. */ this.y = y; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.POINT; }; Phaser.Point.prototype = { /** * Copies the x and y properties from any given object to this Point. * * @method Phaser.Point#copyFrom * @param {any} source - The object to copy from. * @return {Phaser.Point} This Point object. */ copyFrom: function (source) { return this.setTo(source.x, source.y); }, /** * Inverts the x and y values of this Point * * @method Phaser.Point#invert * @return {Phaser.Point} This Point object. */ invert: function () { return this.setTo(this.y, this.x); }, /** * Sets the `x` and `y` values of this Point object to the given values. * If you omit the `y` value then the `x` value will be applied to both, for example: * `Point.setTo(2)` is the same as `Point.setTo(2, 2)` * * @method Phaser.Point#setTo * @param {number} x - The horizontal value of this point. * @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place. * @return {Phaser.Point} This Point object. Useful for chaining method calls. */ setTo: function (x, y) { this.x = x || 0; this.y = y || ( (y !== 0) ? this.x : 0 ); return this; }, /** * Sets the `x` and `y` values of this Point object to the given values. * If you omit the `y` value then the `x` value will be applied to both, for example: * `Point.set(2)` is the same as `Point.set(2, 2)` * * @method Phaser.Point#set * @param {number} x - The horizontal value of this point. * @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place. * @return {Phaser.Point} This Point object. Useful for chaining method calls. */ set: function (x, y) { this.x = x || 0; this.y = y || ( (y !== 0) ? this.x : 0 ); return this; }, /** * Adds the given x and y values to this Point. * * @method Phaser.Point#add * @param {number} x - The value to add to Point.x. * @param {number} y - The value to add to Point.y. * @return {Phaser.Point} This Point object. Useful for chaining method calls. */ add: function (x, y) { this.x += x; this.y += y; return this; }, /** * Subtracts the given x and y values from this Point. * * @method Phaser.Point#subtract * @param {number} x - The value to subtract from Point.x. * @param {number} y - The value to subtract from Point.y. * @return {Phaser.Point} This Point object. Useful for chaining method calls. */ subtract: function (x, y) { this.x -= x; this.y -= y; return this; }, /** * Multiplies Point.x and Point.y by the given x and y values. Sometimes known as `Scale`. * * @method Phaser.Point#multiply * @param {number} x - The value to multiply Point.x by. * @param {number} y - The value to multiply Point.x by. * @return {Phaser.Point} This Point object. Useful for chaining method calls. */ multiply: function (x, y) { this.x *= x; this.y *= y; return this; }, /** * Divides Point.x and Point.y by the given x and y values. * * @method Phaser.Point#divide * @param {number} x - The value to divide Point.x by. * @param {number} y - The value to divide Point.x by. * @return {Phaser.Point} This Point object. Useful for chaining method calls. */ divide: function (x, y) { this.x /= x; this.y /= y; return this; }, /** * Clamps the x value of this Point to be between the given min and max. * * @method Phaser.Point#clampX * @param {number} min - The minimum value to clamp this Point to. * @param {number} max - The maximum value to clamp this Point to. * @return {Phaser.Point} This Point object. */ clampX: function (min, max) { this.x = Phaser.Math.clamp(this.x, min, max); return this; }, /** * Clamps the y value of this Point to be between the given min and max * * @method Phaser.Point#clampY * @param {number} min - The minimum value to clamp this Point to. * @param {number} max - The maximum value to clamp this Point to. * @return {Phaser.Point} This Point object. */ clampY: function (min, max) { this.y = Phaser.Math.clamp(this.y, min, max); return this; }, /** * Clamps this Point object values to be between the given min and max. * * @method Phaser.Point#clamp * @param {number} min - The minimum value to clamp this Point to. * @param {number} max - The maximum value to clamp this Point to. * @return {Phaser.Point} This Point object. */ clamp: function (min, max) { this.x = Phaser.Math.clamp(this.x, min, max); this.y = Phaser.Math.clamp(this.y, min, max); return this; }, /** * Creates a copy of the given Point. * * @method Phaser.Point#clone * @param {Phaser.Point} [output] Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. * @return {Phaser.Point} The new Point object. */ clone: function (output) { if (output === undefined || output === null) { output = new Phaser.Point(this.x, this.y); } else { output.setTo(this.x, this.y); } return output; }, /** * Copies the x and y properties from this Point to any given object. * * @method Phaser.Point#copyTo * @param {any} dest - The object to copy to. * @return {object} The dest object. */ copyTo: function (dest) { dest.x = this.x; dest.y = this.y; return dest; }, /** * Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties) * * @method Phaser.Point#distance * @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object. * @param {boolean} [round] - Round the distance to the nearest integer (default false). * @return {number} The distance between this Point object and the destination Point object. */ distance: function (dest, round) { return Phaser.Point.distance(this, dest, round); }, /** * Determines whether the given objects x/y values are equal to this Point object. * * @method Phaser.Point#equals * @param {Phaser.Point|any} a - The object to compare with this Point. * @return {boolean} A value of true if the x and y points are equal, otherwise false. */ equals: function (a) { return (a.x === this.x &amp;&amp; a.y === this.y); }, /** * Returns the angle between this Point object and another object with public x and y properties. * * @method Phaser.Point#angle * @param {Phaser.Point|any} a - The object to get the angle from this Point to. * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)? * @return {number} The angle between the two objects. */ angle: function (a, asDegrees) { if (asDegrees === undefined) { asDegrees = false; } if (asDegrees) { return Phaser.Math.radToDeg(Math.atan2(a.y - this.y, a.x - this.x)); } else { return Math.atan2(a.y - this.y, a.x - this.x); } }, /** * Rotates this Point around the x/y coordinates given to the desired angle. * * @method Phaser.Point#rotate * @param {number} x - The x coordinate of the anchor point. * @param {number} y - The y coordinate of the anchor point. * @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to. * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)? * @param {number} [distance] - An optional distance constraint between the Point and the anchor. * @return {Phaser.Point} The modified point object. */ rotate: function (x, y, angle, asDegrees, distance) { return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance); }, /** * Calculates the length of the Point object. * * @method Phaser.Point#getMagnitude * @return {number} The length of the Point. */ getMagnitude: function () { return Math.sqrt((this.x * this.x) + (this.y * this.y)); }, /** * Calculates the length squared of the Point object. * * @method Phaser.Point#getMagnitudeSq * @return {number} The length ^ 2 of the Point. */ getMagnitudeSq: function () { return (this.x * this.x) + (this.y * this.y); }, /** * Alters the length of the Point without changing the direction. * * @method Phaser.Point#setMagnitude * @param {number} magnitude - The desired magnitude of the resulting Point. * @return {Phaser.Point} This Point object. */ setMagnitude: function (magnitude) { return this.normalize().multiply(magnitude, magnitude); }, /** * Alters the Point object so that its length is 1, but it retains the same direction. * * @method Phaser.Point#normalize * @return {Phaser.Point} This Point object. */ normalize: function () { if (!this.isZero()) { var m = this.getMagnitude(); this.x /= m; this.y /= m; } return this; }, /** * Determine if this point is at 0,0. * * @method Phaser.Point#isZero * @return {boolean} True if this Point is 0,0, otherwise false. */ isZero: function () { return (this.x === 0 &amp;&amp; this.y === 0); }, /** * The dot product of this and another Point object. * * @method Phaser.Point#dot * @param {Phaser.Point} a - The Point object to get the dot product combined with this Point. * @return {number} The result. */ dot: function (a) { return ((this.x * a.x) + (this.y * a.y)); }, /** * The cross product of this and another Point object. * * @method Phaser.Point#cross * @param {Phaser.Point} a - The Point object to get the cross product combined with this Point. * @return {number} The result. */ cross: function (a) { return ((this.x * a.y) - (this.y * a.x)); }, /** * Make this Point perpendicular (90 degrees rotation) * * @method Phaser.Point#perp * @return {Phaser.Point} This Point object. */ perp: function () { return this.setTo(-this.y, this.x); }, /** * Make this Point perpendicular (-90 degrees rotation) * * @method Phaser.Point#rperp * @return {Phaser.Point} This Point object. */ rperp: function () { return this.setTo(this.y, -this.x); }, /** * Right-hand normalize (make unit length) this Point. * * @method Phaser.Point#normalRightHand * @return {Phaser.Point} This Point object. */ normalRightHand: function () { return this.setTo(this.y * -1, this.x); }, /** * Math.floor() both the x and y properties of this Point. * * @method Phaser.Point#floor * @return {Phaser.Point} This Point object. */ floor: function () { return this.setTo(Math.floor(this.x), Math.floor(this.y)); }, /** * Math.ceil() both the x and y properties of this Point. * * @method Phaser.Point#ceil * @return {Phaser.Point} This Point object. */ ceil: function () { return this.setTo(Math.ceil(this.x), Math.ceil(this.y)); }, /** * Returns a string representation of this object. * * @method Phaser.Point#toString * @return {string} A string representation of the instance. */ toString: function () { return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; } }; Phaser.Point.prototype.constructor = Phaser.Point; /** * Adds the coordinates of two points together to create a new point. * * @method Phaser.Point.add * @param {Phaser.Point} a - The first Point object. * @param {Phaser.