diff --git a/examples/point.html b/examples/point.html
new file mode 100644
index 00000000..716778e9
--- /dev/null
+++ b/examples/point.html
@@ -0,0 +1,44 @@
+
+
+
+ phaser.js - a(nother) new beginning
+
+
+
+
+
+
+
+
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diff --git a/examples/wip1.html b/examples/wip1.html
index e7eb48a0..716778e9 100644
--- a/examples/wip1.html
+++ b/examples/wip1.html
@@ -8,6 +8,7 @@
+
@@ -25,16 +26,17 @@
var game = new Phaser.Game(this, '', 800, 600);
-var data = Phaser.Math.sinCosGenerator(10);
+var a = new Phaser.Point(100, 100);
+var b = new Phaser.Point(200, 100);
-console.log('Sin', data.sin);
-console.log('Cos', data.cos);
+console.log('Point A', a.toString());
+console.log('Point B', b.toString());
-console.log('Shift value 1', Phaser.Math.shift(data.sin));
-console.log('Shift value 2', Phaser.Math.shift(data.sin));
-console.log('Shift value 3', Phaser.Math.shift(data.sin));
+a.add(b.x, b.y);
-console.log('Sin', data.sin);
+console.log('Point A + B', a.toString());
+
+console.log('Distance between A and B', Phaser.Point.distance(a, b));
diff --git a/src/geom/Circle.js b/src/geom/Circle.js
index 3d6dbc95..72f86892 100644
--- a/src/geom/Circle.js
+++ b/src/geom/Circle.js
@@ -94,7 +94,18 @@ Phaser.Circle.prototype = {
* @param {bool} [optional] round Round the distance to the nearest integer (default false)
* @return {Number} The distance between this Point object and the destination Point object.
*/
- distance: function () {
+ distance: function (dest, round) {
+
+ if (typeof round === "undefined") { round = false }
+
+ if (round)
+ {
+ return Phaser.Math.distanceRound(this.x, this.y, dest.x, dest.y);
+ }
+ else
+ {
+ return Phaser.Math.distance(this.x, this.y, dest.x, dest.y);
+ }
},
diff --git a/src/geom/Point.js b/src/geom/Point.js
new file mode 100644
index 00000000..32e5e812
--- /dev/null
+++ b/src/geom/Point.js
@@ -0,0 +1,364 @@
+/**
+* Phaser - Point
+*
+* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
+*
+* @author Richard Davey
+* @copyright 2013 Photon Storm Ltd.
+* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
+* @module Phaser
+*/
+
+/**
+* Creates a new Point. If you pass no parameters a Point is created set to (0,0).
+* @class Point
+* @constructor
+* @param {Number} x The horizontal position of this Point (default 0)
+* @param {Number} y The vertical position of this Point (default 0)
+**/
+Phaser.Point = function (x, y) {
+
+ if (typeof x === "undefined") { x = 0; }
+ if (typeof y === "undefined") { y = 0; }
+
+ this.x = x;
+ this.y = y;
+
+};
+
+Phaser.Point.prototype = {
+
+ /**
+ * Copies the x and y properties from any given object to this Point.
+ * @method copyFrom
+ * @param {any} source - The object to copy from.
+ * @return {Point} This Point object.
+ **/
+ copyFrom: function (source) {
+ return this.setTo(source.x, source.y);
+ },
+
+ /**
+ * Inverts the x and y values of this Point
+ * @method invert
+ * @return {Point} This Point object.
+ **/
+ invert: function () {
+ return this.setTo(this.y, this.x);
+ },
+
+ /**
+ * Sets the x and y values of this MicroPoint object to the given coordinates.
+ * @method setTo
+ * @param {Number} x - The horizontal position of this point.
+ * @param {Number} y - The vertical position of this point.
+ * @return {MicroPoint} This MicroPoint object. Useful for chaining method calls.
+ **/
+ setTo: function (x, y) {
+ this.x = x;
+ this.y = y;
+ return this;
+ },
+
+ add: function (x, y) {
+
+ this.x += x;
+ this.y += y;
+ return this;
+
+ },
+
+ subtract: function (x, y) {
+
+ this.x -= x;
+ this.y -= y;
+ return this;
+
+ },
+
+ multiply: function (x, y) {
+
+ this.x *= x;
+ this.y *= y;
+ return this;
+
+ },
+
+ divide: function (x, y) {
+
+ this.x /= x;
+ this.y /= y;
+ return this;
+
+ },
+
+ /**
+ * Clamps the x value of this Point to be between the given min and max
+ * @method clampX
+ * @param {Number} min The minimum value to clamp this Point to
+ * @param {Number} max The maximum value to clamp this Point to
+ * @return {Phaser.Point} This Point object.
+ */
+ clampX: function (min, max) {
+
+ this.x = Phaser.Math.clamp(this.x, min, max);
+ return this;
+
+ },
+
+ /**
+ * Clamps the y value of this Point to be between the given min and max
+ * @method clampY
+ * @param {Number} min The minimum value to clamp this Point to
+ * @param {Number} max The maximum value to clamp this Point to
+ * @return {Phaser.Point} This Point object.
+ */
+ clampY: function (min, max) {
+
+ this.y = Phaser.Math.clamp(this.y, min, max);
+ return this;
+
+ },
+
+ /**
+ * Clamps this Point object values to be between the given min and max
+ * @method clamp
+ * @param {Number} min The minimum value to clamp this Point to
+ * @param {Number} max The maximum value to clamp this Point to
+ * @return {Phaser.Point} This Point object.
+ */
+ clamp: function (min, max) {
+
+ this.x = Phaser.Math.clamp(this.x, min, max);
+ this.y = Phaser.Math.clamp(this.y, min, max);
+ return this;
+
+ },
+
+ /**
+ * Creates a copy of the given Point.
+ * @method clone
+ * @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.
+ * @return {Phaser.Point} The new Point object.
+ */
+ clone: function (output) {
+
+ if (typeof output === "undefined") { output = new Phaser.Point; }
+
+ return output.setTo(this.x, this.y);
+
+ },
+
+ /**
+ * Copies the x and y properties from any given object to this Point.
+ * @method copyFrom
+ * @param {any} source - The object to copy from.
+ * @return {Point} This Point object.
+ **/
+ copyFrom: function (source) {
+ return this.setTo(source.x, source.y);
+ },
+
+ /**
+ * Copies the x and y properties from this Point to any given object.
+ * @method copyTo
+ * @param {any} dest - The object to copy to.
+ * @return {Object} The dest object.
+ **/
+ copyTo: function(dest) {
+
+ dest[x] = this.x;
+ dest[y] = this.y;
+
+ return dest;
+
+ },
+
+ /**
+ * Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)
+ * @method distance
+ * @param {object} dest The target object. Must have visible x and y properties that represent the center of the object.
+ * @param {bool} [optional] round Round the distance to the nearest integer (default false)
+ * @return {Number} The distance between this Point object and the destination Point object.
+ */
+ distance: function (dest, round) {
+
+ return Phaser.Point.distance(this, dest, round);
+
+ },
+
+ /**
+ * Determines whether the given objects x/y values are equal to this Point object.
+ * @method equals
+ * @param {Phaser.Point} a The first object to compare.
+ * @return {bool} A value of true if the Points are equal, otherwise false.
+ */
+ equals: function (a) {
+ return (a.x == this.x && a.y == this.y);
+ },
+
+ /**
+ * Rotates this Point around the x/y coordinates given to the desired angle.
+ * @method rotate
+ * @param {Number} x The x coordinate of the anchor point
+ * @param {Number} y The y coordinate of the anchor point
+ * @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to.
+ * @param {bool} asDegrees Is the given rotation in radians (false) or degrees (true)?
+ * @param {Number} distance An optional distance constraint between the Point and the anchor.
+ * @return {Phaser.Point} The modified point object
+ */
+ rotate: function (x, y, angle, asDegrees, distance) {
+ return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance);
+ },
+
+ /**
+ * Returns a string representation of this object.
+ * @method toString
+ * @return {string} a string representation of the instance.
+ **/
+ toString: function () {
+ return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
+ }
+
+};
+
+// Statics
+
+/**
+* Adds the coordinates of two points together to create a new point.
+* @method add
+* @param {Phaser.Point} a The first Point object.
+* @param {Phaser.Point} b The second Point object.
+* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
+* @return {Phaser.Point} The new Point object.
+*/
+Phaser.Point.add = function (a, b, out) {
+
+ if (typeof out === "undefined") { out = new Phaser.Point(); }
+
+ out.x = a.x + b.x;
+ out.y = a.y + b.y;
+
+ return out;
+
+};
+
+/**
+* Subtracts the coordinates of two points to create a new point.
+* @method subtract
+* @param {Phaser.Point} a The first Point object.
+* @param {Phaser.Point} b The second Point object.
+* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
+* @return {Phaser.Point} The new Point object.
+*/
+Phaser.Point.subtract = function (a, b, out) {
+
+ if (typeof out === "undefined") { out = new Phaser.Point(); }
+
+ out.x = a.x - b.x;
+ out.y = a.y - b.y;
+
+ return out;
+
+};
+
+/**
+* Multiplies the coordinates of two points to create a new point.
+* @method subtract
+* @param {Phaser.Point} a The first Point object.
+* @param {Phaser.Point} b The second Point object.
+* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
+* @return {Phaser.Point} The new Point object.
+*/
+Phaser.Point.multiply = function (a, b, out) {
+
+ if (typeof out === "undefined") { out = new Phaser.Point(); }
+
+ out.x = a.x * b.x;
+ out.y = a.y * b.y;
+
+ return out;
+
+};
+
+/**
+* Divides the coordinates of two points to create a new point.
+* @method subtract
+* @param {Phaser.Point} a The first Point object.
+* @param {Phaser.Point} b The second Point object.
+* @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created.
+* @return {Phaser.Point} The new Point object.
+*/
+Phaser.Point.divide = function (a, b, out) {
+
+ if (typeof out === "undefined") { out = new Phaser.Point(); }
+
+ out.x = a.x / b.x;
+ out.y = a.y / b.y;
+
+ return out;
+
+};
+
+/**
+* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.
+* @method equals
+* @param {Phaser.Point} a The first Point object.
+* @param {Phaser.Point} b The second Point object.
+* @return {bool} A value of true if the Points are equal, otherwise false.
+*/
+Phaser.Point.equals = function (a, b) {
+ return (a.x == b.x && a.y == b.y);
+};
+
+/**
+* Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)
+* @method distance
+* @param {object} a The target object. Must have visible x and y properties that represent the center of the object.
+* @param {object} b The target object. Must have visible x and y properties that represent the center of the object.
+* @param {bool} [optional] round Round the distance to the nearest integer (default false)
+* @return {Number} The distance between this Point object and the destination Point object.
+*/
+Phaser.Point.distance = function (a, b, round) {
+
+ if (typeof round === "undefined") { round = false }
+
+ if (round)
+ {
+ return Phaser.Math.distanceRound(a.x, a.y, b.x, b.y);
+ }
+ else
+ {
+ return Phaser.Math.distance(a.x, a.y, b.x, b.y);
+ }
+
+},
+
+/**
+* Rotates a Point around the x/y coordinates given to the desired angle.
+* @method rotate
+* @param {Phaser.Point} a The Point object to rotate.
+* @param {Number} x The x coordinate of the anchor point
+* @param {Number} y The y coordinate of the anchor point
+* @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to.
+* @param {bool} asDegrees Is the given rotation in radians (false) or degrees (true)?
+* @param {Number} distance An optional distance constraint between the Point and the anchor.
+* @return {Phaser.Point} The modified point object
+*/
+Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) {
+
+ if (typeof asDegrees === "undefined") { asDegrees = false; }
+ if (typeof distance === "undefined") { distance = null; }
+
+ if (asDegrees) {
+ angle = Phaser.Math.radToDeg(angle);
+ }
+
+ // Get distance from origin (cx/cy) to this point
+ if (distance === null) {
+ distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y)));
+ }
+
+ return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle));
+
+};