mirror of
https://github.com/wassname/phaser.git
synced 2026-06-30 16:40:20 +08:00
Fixed a few things in Circle and added the Point object.
This commit is contained in:
@@ -0,0 +1,44 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a(nother) new beginning</title>
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<script src="../src/Phaser.js"></script>
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<script src="../src/system/Device.js"></script>
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<script src="../src/core/SignalBinding.js"></script>
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<script src="../src/core/Signal.js"></script>
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<script src="../src/math/RandomDataGenerator.js"></script>
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<script src="../src/math/Math.js"></script>
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<script src="../src/geom/Point.js"></script>
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<script src="../src/geom/Circle.js"></script>
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<script src="../src/net/Net.js"></script>
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<script src="../src/time/Time.js"></script>
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<script src="../src/animation/Animation.js"></script>
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<script src="../src/animation/Frame.js"></script>
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<script src="../src/animation/FrameData.js"></script>
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<script src="../src/animation/Parser.js"></script>
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<script src="../src/loader/Cache.js"></script>
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<script src="../src/loader/Loader.js"></script>
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<script src="../src/Game.js"></script>
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</head>
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<body>
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<script type="text/javascript">
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var game = new Phaser.Game(this, '', 800, 600);
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var a = new Phaser.Point(100, 100);
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var b = new Phaser.Point(200, 100);
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console.log('Point A', a.toString());
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console.log('Point B', b.toString());
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a.add(b.x, b.y);
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console.log('Point A + B', a.toString());
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console.log('Distance between A and B', Phaser.Point.distance(a, b));
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</script>
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</body>
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</html>
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+9
-7
@@ -8,6 +8,7 @@
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<script src="../src/core/Signal.js"></script>
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<script src="../src/math/RandomDataGenerator.js"></script>
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<script src="../src/math/Math.js"></script>
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<script src="../src/geom/Point.js"></script>
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<script src="../src/geom/Circle.js"></script>
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<script src="../src/net/Net.js"></script>
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<script src="../src/time/Time.js"></script>
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@@ -25,16 +26,17 @@
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var game = new Phaser.Game(this, '', 800, 600);
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var data = Phaser.Math.sinCosGenerator(10);
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var a = new Phaser.Point(100, 100);
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var b = new Phaser.Point(200, 100);
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console.log('Sin', data.sin);
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console.log('Cos', data.cos);
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console.log('Point A', a.toString());
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console.log('Point B', b.toString());
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console.log('Shift value 1', Phaser.Math.shift(data.sin));
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console.log('Shift value 2', Phaser.Math.shift(data.sin));
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console.log('Shift value 3', Phaser.Math.shift(data.sin));
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a.add(b.x, b.y);
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console.log('Sin', data.sin);
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console.log('Point A + B', a.toString());
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console.log('Distance between A and B', Phaser.Point.distance(a, b));
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</script>
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+12
-1
@@ -94,7 +94,18 @@ Phaser.Circle.prototype = {
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* @param {bool} [optional] round Round the distance to the nearest integer (default false)
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* @return {Number} The distance between this Point object and the destination Point object.
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*/
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distance: function () {
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distance: function (dest, round) {
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if (typeof round === "undefined") { round = false }
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if (round)
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{
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return Phaser.Math.distanceRound(this.x, this.y, dest.x, dest.y);
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}
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else
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{
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return Phaser.Math.distance(this.x, this.y, dest.x, dest.y);
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}
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},
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@@ -0,0 +1,364 @@
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/**
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* Phaser - Point
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*
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* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
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*
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @module Phaser
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*/
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/**
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* Creates a new Point. If you pass no parameters a Point is created set to (0,0).
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* @class Point
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* @constructor
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* @param {Number} x The horizontal position of this Point (default 0)
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* @param {Number} y The vertical position of this Point (default 0)
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**/
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Phaser.Point = function (x, y) {
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if (typeof x === "undefined") { x = 0; }
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if (typeof y === "undefined") { y = 0; }
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this.x = x;
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this.y = y;
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};
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Phaser.Point.prototype = {
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/**
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* Copies the x and y properties from any given object to this Point.
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* @method copyFrom
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* @param {any} source - The object to copy from.
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* @return {Point} This Point object.
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**/
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copyFrom: function (source) {
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return this.setTo(source.x, source.y);
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},
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/**
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* Inverts the x and y values of this Point
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* @method invert
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* @return {Point} This Point object.
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**/
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invert: function () {
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return this.setTo(this.y, this.x);
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},
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/**
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* Sets the x and y values of this MicroPoint object to the given coordinates.
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* @method setTo
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* @param {Number} x - The horizontal position of this point.
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* @param {Number} y - The vertical position of this point.
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* @return {MicroPoint} This MicroPoint object. Useful for chaining method calls.
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**/
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setTo: function (x, y) {
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this.x = x;
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this.y = y;
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return this;
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},
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add: function (x, y) {
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this.x += x;
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this.y += y;
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return this;
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},
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subtract: function (x, y) {
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this.x -= x;
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this.y -= y;
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return this;
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},
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multiply: function (x, y) {
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this.x *= x;
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this.y *= y;
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return this;
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},
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divide: function (x, y) {
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this.x /= x;
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this.y /= y;
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return this;
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},
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/**
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* Clamps the x value of this Point to be between the given min and max
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* @method clampX
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* @param {Number} min The minimum value to clamp this Point to
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* @param {Number} max The maximum value to clamp this Point to
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* @return {Phaser.Point} This Point object.
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*/
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clampX: function (min, max) {
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this.x = Phaser.Math.clamp(this.x, min, max);
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return this;
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},
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/**
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* Clamps the y value of this Point to be between the given min and max
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* @method clampY
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* @param {Number} min The minimum value to clamp this Point to
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* @param {Number} max The maximum value to clamp this Point to
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* @return {Phaser.Point} This Point object.
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*/
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clampY: function (min, max) {
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this.y = Phaser.Math.clamp(this.y, min, max);
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return this;
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},
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/**
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* Clamps this Point object values to be between the given min and max
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* @method clamp
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* @param {Number} min The minimum value to clamp this Point to
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* @param {Number} max The maximum value to clamp this Point to
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* @return {Phaser.Point} This Point object.
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*/
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clamp: function (min, max) {
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this.x = Phaser.Math.clamp(this.x, min, max);
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this.y = Phaser.Math.clamp(this.y, min, max);
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return this;
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},
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/**
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* Creates a copy of the given Point.
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* @method clone
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* @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.
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* @return {Phaser.Point} The new Point object.
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*/
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clone: function (output) {
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if (typeof output === "undefined") { output = new Phaser.Point; }
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return output.setTo(this.x, this.y);
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},
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/**
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* Copies the x and y properties from any given object to this Point.
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* @method copyFrom
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* @param {any} source - The object to copy from.
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* @return {Point} This Point object.
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**/
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copyFrom: function (source) {
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return this.setTo(source.x, source.y);
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},
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/**
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* Copies the x and y properties from this Point to any given object.
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* @method copyTo
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* @param {any} dest - The object to copy to.
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* @return {Object} The dest object.
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**/
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copyTo: function(dest) {
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dest[x] = this.x;
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dest[y] = this.y;
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return dest;
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},
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/**
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* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)
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* @method distance
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* @param {object} dest The target object. Must have visible x and y properties that represent the center of the object.
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* @param {bool} [optional] round Round the distance to the nearest integer (default false)
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* @return {Number} The distance between this Point object and the destination Point object.
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*/
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distance: function (dest, round) {
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return Phaser.Point.distance(this, dest, round);
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},
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/**
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* Determines whether the given objects x/y values are equal to this Point object.
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* @method equals
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* @param {Phaser.Point} a The first object to compare.
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* @return {bool} A value of true if the Points are equal, otherwise false.
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*/
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equals: function (a) {
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return (a.x == this.x && a.y == this.y);
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},
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/**
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* Rotates this Point around the x/y coordinates given to the desired angle.
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* @method rotate
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* @param {Number} x The x coordinate of the anchor point
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* @param {Number} y The y coordinate of the anchor point
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* @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to.
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* @param {bool} asDegrees Is the given rotation in radians (false) or degrees (true)?
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* @param {Number} distance An optional distance constraint between the Point and the anchor.
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* @return {Phaser.Point} The modified point object
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*/
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rotate: function (x, y, angle, asDegrees, distance) {
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return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance);
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},
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/**
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* Returns a string representation of this object.
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* @method toString
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* @return {string} a string representation of the instance.
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**/
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toString: function () {
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return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
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}
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};
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// Statics
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/**
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* Adds the coordinates of two points together to create a new point.
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* @method add
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* @param {Phaser.Point} a The first Point object.
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* @param {Phaser.Point} b The second Point object.
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* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Phaser.Point} The new Point object.
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*/
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Phaser.Point.add = function (a, b, out) {
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if (typeof out === "undefined") { out = new Phaser.Point(); }
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out.x = a.x + b.x;
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out.y = a.y + b.y;
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return out;
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};
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/**
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* Subtracts the coordinates of two points to create a new point.
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* @method subtract
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* @param {Phaser.Point} a The first Point object.
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* @param {Phaser.Point} b The second Point object.
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* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Phaser.Point} The new Point object.
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*/
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Phaser.Point.subtract = function (a, b, out) {
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if (typeof out === "undefined") { out = new Phaser.Point(); }
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out.x = a.x - b.x;
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out.y = a.y - b.y;
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return out;
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};
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/**
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* Multiplies the coordinates of two points to create a new point.
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* @method subtract
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* @param {Phaser.Point} a The first Point object.
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* @param {Phaser.Point} b The second Point object.
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* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Phaser.Point} The new Point object.
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*/
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Phaser.Point.multiply = function (a, b, out) {
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if (typeof out === "undefined") { out = new Phaser.Point(); }
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out.x = a.x * b.x;
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out.y = a.y * b.y;
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return out;
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};
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/**
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* Divides the coordinates of two points to create a new point.
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* @method subtract
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* @param {Phaser.Point} a The first Point object.
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* @param {Phaser.Point} b The second Point object.
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* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
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* @return {Phaser.Point} The new Point object.
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*/
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Phaser.Point.divide = function (a, b, out) {
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if (typeof out === "undefined") { out = new Phaser.Point(); }
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out.x = a.x / b.x;
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out.y = a.y / b.y;
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return out;
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};
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/**
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* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.
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* @method equals
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* @param {Phaser.Point} a The first Point object.
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* @param {Phaser.Point} b The second Point object.
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* @return {bool} A value of true if the Points are equal, otherwise false.
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*/
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Phaser.Point.equals = function (a, b) {
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return (a.x == b.x && a.y == b.y);
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};
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/**
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* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)
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* @method distance
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* @param {object} a The target object. Must have visible x and y properties that represent the center of the object.
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* @param {object} b The target object. Must have visible x and y properties that represent the center of the object.
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* @param {bool} [optional] round Round the distance to the nearest integer (default false)
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* @return {Number} The distance between this Point object and the destination Point object.
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*/
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Phaser.Point.distance = function (a, b, round) {
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if (typeof round === "undefined") { round = false }
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if (round)
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{
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return Phaser.Math.distanceRound(a.x, a.y, b.x, b.y);
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}
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else
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{
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return Phaser.Math.distance(a.x, a.y, b.x, b.y);
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}
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},
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/**
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* Rotates a Point around the x/y coordinates given to the desired angle.
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* @method rotate
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* @param {Phaser.Point} a The Point object to rotate.
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* @param {Number} x The x coordinate of the anchor point
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* @param {Number} y The y coordinate of the anchor point
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* @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to.
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* @param {bool} asDegrees Is the given rotation in radians (false) or degrees (true)?
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* @param {Number} distance An optional distance constraint between the Point and the anchor.
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* @return {Phaser.Point} The modified point object
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*/
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Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) {
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if (typeof asDegrees === "undefined") { asDegrees = false; }
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if (typeof distance === "undefined") { distance = null; }
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if (asDegrees) {
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angle = Phaser.Math.radToDeg(angle);
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}
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// Get distance from origin (cx/cy) to this point
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if (distance === null) {
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distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y)));
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}
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return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle));
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};
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