phaser-multires
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
1,678 lines (1,297 loc) • 68.9 kB
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Matrix.html">Matrix</a>
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<a href="Phaser.Mouse.html">Mouse</a>
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.PointerMode.html">PointerMode</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.Rope.html">Rope</a>
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<li class="class-depth-1">
<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
</li>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<li class="class-depth-1">
<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<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>
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<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>
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<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>
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<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>
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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<ul class="dropdown-menu ">
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
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<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
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<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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<a href="global.html#AUTO">AUTO</a>
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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<a href="global.html#blendModes">blendModes</a>
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<h1 class="page-title">Source: src/math/Math.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A collection of useful mathematical functions.
*
* These are normally accessed through `game.math`.
*
* @class Phaser.Math
* @static
* @see {@link Phaser.Utils}
* @see {@link Phaser.ArrayUtils}
*/
Phaser.Math = {
/**
* Twice PI.
* @property {number} Phaser.Math#PI2
* @default ~6.283
*/
PI2: Math.PI * 2,
/**
* Returns a number between the `min` and `max` values.
*
* @method Phaser.Math#between
* @param {number} min - The minimum value. Must be positive, and less than 'max'.
* @param {number} max - The maximum value. Must be position, and greater than 'min'.
* @return {number} A value between the range min to max.
*/
between: function (min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
},
/**
* Two number are fuzzyEqual if their difference is less than epsilon.
*
* @method Phaser.Math#fuzzyEqual
* @param {number} a - The first number to compare.
* @param {number} b - The second number to compare.
* @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)
* @return {boolean} True if |a-b|<epsilon
*/
fuzzyEqual: function (a, b, epsilon) {
if (epsilon === undefined) { epsilon = 0.0001; }
return Math.abs(a - b) < epsilon;
},
/**
* `a` is fuzzyLessThan `b` if it is less than b + epsilon.
*
* @method Phaser.Math#fuzzyLessThan
* @param {number} a - The first number to compare.
* @param {number} b - The second number to compare.
* @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)
* @return {boolean} True if a<b+epsilon
*/
fuzzyLessThan: function (a, b, epsilon) {
if (epsilon === undefined) { epsilon = 0.0001; }
return a < b + epsilon;
},
/**
* `a` is fuzzyGreaterThan `b` if it is more than b - epsilon.
*
* @method Phaser.Math#fuzzyGreaterThan
* @param {number} a - The first number to compare.
* @param {number} b - The second number to compare.
* @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)
* @return {boolean} True if a>b+epsilon
*/
fuzzyGreaterThan: function (a, b, epsilon) {
if (epsilon === undefined) { epsilon = 0.0001; }
return a > b - epsilon;
},
/**
* Applies a fuzzy ceil to the given value.
*
* @method Phaser.Math#fuzzyCeil
* @param {number} val - The value to ceil.
* @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)
* @return {number} ceiling(val-epsilon)
*/
fuzzyCeil: function (val, epsilon) {
if (epsilon === undefined) { epsilon = 0.0001; }
return Math.ceil(val - epsilon);
},
/**
* Applies a fuzzy floor to the given value.
*
* @method Phaser.Math#fuzzyFloor
* @param {number} val - The value to floor.
* @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)
* @return {number} floor(val+epsilon)
*/
fuzzyFloor: function (val, epsilon) {
if (epsilon === undefined) { epsilon = 0.0001; }
return Math.floor(val + epsilon);
},
/**
* Averages all values passed to the function and returns the result.
*
* @method Phaser.Math#average
* @params {...number} The numbers to average
* @return {number} The average of all given values.
*/
average: function () {
var sum = 0;
var len = arguments.length;
for (var i = 0; i < len; i++)
{
sum += (+arguments[i]);
}
return sum / len;
},
/**
* @method Phaser.Math#shear
* @param {number} n
* @return {number} n mod 1
*/
shear: function (n) {
return n % 1;
},
/**
* Snap a value to nearest grid slice, using rounding.
*
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10 whereas 14 will snap to 15.
*
* @method Phaser.Math#snapTo
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
* @return {number}
*/
snapTo: function (input, gap, start) {
if (start === undefined) { start = 0; }
if (gap === 0) {
return input;
}
input -= start;
input = gap * Math.round(input / gap);
return start + input;
},
/**
* Snap a value to nearest grid slice, using floor.
*
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10.
* As will 14 snap to 10... but 16 will snap to 15.
*
* @method Phaser.Math#snapToFloor
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
* @return {number}
*/
snapToFloor: function (input, gap, start) {
if (start === undefined) { start = 0; }
if (gap === 0) {
return input;
}
input -= start;
input = gap * Math.floor(input / gap);
return start + input;
},
/**
* Snap a value to nearest grid slice, using ceil.
*
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 15.
* As will 14 will snap to 15... but 16 will snap to 20.
*
* @method Phaser.Math#snapToCeil
* @param {number} input - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start] - Optional starting offset for gap.
* @return {number}
*/
snapToCeil: function (input, gap, start) {
if (start === undefined) { start = 0; }
if (gap === 0) {
return input;
}
input -= start;
input = gap * Math.ceil(input / gap);
return start + input;
},
/**
* Round to some place comparative to a `base`, default is 10 for decimal place.
* The `place` is represented by the power applied to `base` to get that place.
*
* e.g. 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011
*
* roundTo(2000/7,3) === 0
* roundTo(2000/7,2) == 300
* roundTo(2000/7,1) == 290
* roundTo(2000/7,0) == 286
* roundTo(2000/7,-1) == 285.7
* roundTo(2000/7,-2) == 285.71
* roundTo(2000/7,-3) == 285.714
* roundTo(2000/7,-4) == 285.7143
* roundTo(2000/7,-5) == 285.71429
*
* roundTo(2000/7,3,2) == 288 -- 100100000
* roundTo(2000/7,2,2) == 284 -- 100011100
* roundTo(2000/7,1,2) == 286 -- 100011110
* roundTo(2000/7,0,2) == 286 -- 100011110
* roundTo(2000/7,-1,2) == 285.5 -- 100011101.1
* roundTo(2000/7,-2,2) == 285.75 -- 100011101.11
* roundTo(2000/7,-3,2) == 285.75 -- 100011101.11
* roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011
* roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111
*
* Note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed
* because we are rounding 100011.1011011011011011 which rounds up.
*
* @method Phaser.Math#roundTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
* @return {number}
*/
roundTo: function (value, place, base) {
if (place === undefined) { place = 0; }
if (base === undefined) { base = 10; }
var p = Math.pow(base, -place);
return Math.round(value * p) / p;
},
/**
* @method Phaser.Math#floorTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
* @return {number}
*/
floorTo: function (value, place, base) {
if (place === undefined) { place = 0; }
if (base === undefined) { base = 10; }
var p = Math.pow(base, -place);
return Math.floor(value * p) / p;
},
/**
* @method Phaser.Math#ceilTo
* @param {number} value - The value to round.
* @param {number} place - The place to round to.
* @param {number} base - The base to round in... default is 10 for decimal.
* @return {number}
*/
ceilTo: function (value, place, base) {
if (place === undefined) { place = 0; }
if (base === undefined) { base = 10; }
var p = Math.pow(base, -place);
return Math.ceil(value * p) / p;
},
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2).
* @method Phaser.Math#angleBetween
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @return {number} The angle, in radians.
*/
angleBetween: function (x1, y1, x2, y2) {
return Math.atan2(y2 - y1, x2 - x1);
},
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2).
* Note that the difference between this method and Math.angleBetween is that this assumes the y coordinate travels
* down the screen.
*
* @method Phaser.Math#angleBetweenY
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @return {number} The angle, in radians.
*/
angleBetweenY: function (x1, y1, x2, y2) {
return Math.atan2(x2 - x1, y2 - y1);
},
/**
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
* @method Phaser.Math#angleBetweenPoints
* @param {Phaser.Point} point1
* @param {Phaser.Point} point2
* @return {number} The angle, in radians.
*/
angleBetweenPoints: function (point1, point2) {
return Math.atan2(point2.y - point1.y, point2.x - point1.x);
},
/**
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
* @method Phaser.Math#angleBetweenPointsY
* @param {Phaser.Point} point1
* @param {Phaser.Point} point2
* @return {number} The angle, in radians.
*/
angleBetweenPointsY: function (point1, point2) {
return Math.atan2(point2.x - point1.x, point2.y - point1.y);
},
/**
* Reverses an angle.
* @method Phaser.Math#reverseAngle
* @param {number} angleRad - The angle to reverse, in radians.
* @return {number} Returns the reverse angle, in radians.
*/
reverseAngle: function (angleRad) {
return this.normalizeAngle(angleRad + Math.PI, true);
},
/**
* Normalizes an angle to the [0,2pi) range.
* @method Phaser.Math#normalizeAngle
* @param {number} angleRad - The angle to normalize, in radians.
* @return {number} Returns the angle, fit within the [0,2pi] range, in radians.
*/
normalizeAngle: function (angleRad) {
angleRad = angleRad % (2 * Math.PI);
return angleRad >= 0 ? angleRad : angleRad + 2 * Math.PI;
},
/**
* Adds the given amount to the value, but never lets the value go over the specified maximum.
*
* @method Phaser.Math#maxAdd
* @param {number} value - The value to add the amount to.
* @param {number} amount - The amount to add to the value.
* @param {number} max - The maximum the value is allowed to be.
* @return {number}
*/
maxAdd: function (value, amount, max) {
return Math.min(value + amount, max);
},
/**
* Subtracts the given amount from the value, but never lets the value go below the specified minimum.
*
* @method Phaser.Math#minSub
* @param {number} value - The base value.
* @param {number} amount - The amount to subtract from the base value.
* @param {number} min - The minimum the value is allowed to be.
* @return {number} The new value.
*/
minSub: function (value, amount, min) {
return Math.max(value - amount, min);
},
/**
* Ensures that the value always stays between min and max, by wrapping the value around.
*
* If `max` is not larger than `min` the result is 0.
*
* @method Phaser.Math#wrap
* @param {number} value - The value to wrap.
* @param {number} min - The minimum the value is allowed to be.
* @param {number} max - The maximum the value is allowed to be, should be larger than `min`.
* @return {number} The wrapped value.
*/
wrap: function (value, min, max) {
var range = max - min;
if (range <= 0)
{
return 0;
}
var result = (value - min) % range;
if (result < 0)
{
result += range;
}
return result + min;
},
/**
* Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
*
* Values _must_ be positive integers, and are passed through Math.abs. See {@link Phaser.Math#wrap} for an alternative.
*
* @method Phaser.Math#wrapValue
* @param {num