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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.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Between = require('../../math/Between'); var ContainsRect = require('./ContainsRect'); var Point = require('../point/Point'); /** * Calculates a random point that lies within the `outer` Rectangle, but outside of the `inner` Rectangle. * The inner Rectangle must be fully contained within the outer rectangle. * * @function Phaser.Geom.Rectangle.RandomOutside * @since 3.10.0 * * @generic {Phaser.Geom.Point} O - [out,$return] * * @param {Phaser.Geom.Rectangle} outer - The outer Rectangle to get the random point within. * @param {Phaser.Geom.Rectangle} inner - The inner Rectangle to exclude from the returned point. * @param {Phaser.Geom.Point} [out] - A Point, or Point-like object to store the result in. If not specified, a new Point will be created. * * @return {Phaser.Geom.Point} A Point object containing the random values in its `x` and `y` properties. */ var RandomOutside = function (outer, inner, out) { if (out === undefined) { out = new Point(); } if (ContainsRect(outer, inner)) { // Pick a random quadrant // // The quadrants don't extend the full widths / heights of the outer rect to give // us a better uniformed distribution, otherwise you get clumping in the corners where // the 4 quads would overlap switch (Between(0, 3)) { case 0: // Top out.x = outer.x + (Math.random() * (inner.right - outer.x)); out.y = outer.y + (Math.random() * (inner.top - outer.y)); break; case 1: // Bottom out.x = inner.x + (Math.random() * (outer.right - inner.x)); out.y = inner.bottom + (Math.random() * (outer.bottom - inner.bottom)); break; case 2: // Left out.x = outer.x + (Math.random() * (inner.x - outer.x)); out.y = inner.y + (Math.random() * (outer.bottom - inner.y)); break; case 3: // Right out.x = inner.right + (Math.random() * (outer.right - inner.right)); out.y = outer.y + (Math.random() * (inner.bottom - outer.y)); break; } } return out; }; module.exports = RandomOutside;