phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
62 lines (51 loc) • 2.02 kB
JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2025 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Length = require('./Length');
var Point = require('../point/Point');
/**
* Get a number of points along a line's length.
*
* Provide a `quantity` to get an exact number of points along the line.
*
* Provide a `stepRate` to ensure a specific distance between each point on the line. Set `quantity` to `0` when
* providing a `stepRate`.
*
* See also `GetEasedPoints` for a way to distribute the points across the line according to an ease type or input function.
*
* @function Phaser.Geom.Line.GetPoints
* @since 3.0.0
*
* @generic {Phaser.Geom.Point[]} O - [out,$return]
*
* @param {Phaser.Geom.Line} line - The line.
* @param {number} quantity - The number of points to place on the line. Set to `0` to use `stepRate` instead.
* @param {number} [stepRate] - The distance between each point on the line. When set, `quantity` is implied and should be set to `0`.
* @param {(array|Phaser.Geom.Point[])} [out] - An optional array of Points, or point-like objects, to store the coordinates of the points on the line.
*
* @return {(array|Phaser.Geom.Point[])} An array of Points, or point-like objects, containing the coordinates of the points on the line.
*/
var GetPoints = function (line, quantity, stepRate, out)
{
if (out === undefined) { out = []; }
// If quantity is a falsey value (false, null, 0, undefined, etc) then we calculate it based on the stepRate instead.
if (!quantity && stepRate > 0)
{
quantity = Length(line) / stepRate;
}
var x1 = line.x1;
var y1 = line.y1;
var x2 = line.x2;
var y2 = line.y2;
for (var i = 0; i < quantity; i++)
{
var position = i / quantity;
var x = x1 + (x2 - x1) * position;
var y = y1 + (y2 - y1) * position;
out.push(new Point(x, y));
}
return out;
};
module.exports = GetPoints;