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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JavaScript
/**
* @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;