Tidying up and trying to fix more stupid TypeScript errors.

This commit is contained in:
Richard Davey
2013-08-12 04:08:15 +01:00
parent e74114f384
commit 91dc7a4acf
207 changed files with 1856 additions and 36272 deletions
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/// <reference path="../_definitions.ts" />
/**
* Phaser - GameMath
*
* Adds a set of extra Math functions used through-out Phaser.
* Includes methods written by Dylan Engelman and Adam Saltsman.
*/
var Phaser;
(function (Phaser) {
var GameMath = (function () {
function GameMath(game) {
this.cosTable = [];
this.sinTable = [];
this.game = game;
GameMath.sinA = [];
GameMath.cosA = [];
for (var i = 0; i < 360; i++) {
GameMath.sinA.push(Math.sin(this.degreesToRadians(i)));
GameMath.cosA.push(Math.cos(this.degreesToRadians(i)));
}
}
GameMath.prototype.fuzzyEqual = function (a, b, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return Math.abs(a - b) < epsilon;
};
GameMath.prototype.fuzzyLessThan = function (a, b, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return a < b + epsilon;
};
GameMath.prototype.fuzzyGreaterThan = function (a, b, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return a > b - epsilon;
};
GameMath.prototype.fuzzyCeil = function (val, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return Math.ceil(val - epsilon);
};
GameMath.prototype.fuzzyFloor = function (val, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return Math.floor(val + epsilon);
};
GameMath.prototype.average = function () {
var args = [];
for (var _i = 0; _i < (arguments.length - 0); _i++) {
args[_i] = arguments[_i + 0];
}
var avg = 0;
for (var i = 0; i < args.length; i++) {
avg += args[i];
}
return avg / args.length;
};
GameMath.prototype.slam = function (value, target, epsilon) {
if (typeof epsilon === "undefined") { epsilon = 0.0001; }
return (Math.abs(value - target) < epsilon) ? target : value;
};
/**
* ratio of value to a range
*/
GameMath.prototype.percentageMinMax = function (val, max, min) {
if (typeof min === "undefined") { min = 0; }
val -= min;
max -= min;
if (!max)
return 0;
else
return val / max;
};
/**
* a value representing the sign of the value.
* -1 for negative, +1 for positive, 0 if value is 0
*/
GameMath.prototype.sign = function (n) {
if (n)
return n / Math.abs(n);
else
return 0;
};
GameMath.prototype.truncate = function (n) {
return (n > 0) ? Math.floor(n) : Math.ceil(n);
};
GameMath.prototype.shear = function (n) {
return n % 1;
};
/**
* wrap a value around a range, similar to modulus with a floating minimum
*/
GameMath.prototype.wrap = function (val, max, min) {
if (typeof min === "undefined") { min = 0; }
val -= min;
max -= min;
if (max == 0)
return min;
val %= max;
val += min;
while (val < min)
val += max;
return val;
};
/**
* arithmetic version of wrap... need to decide which is more efficient
*/
GameMath.prototype.arithWrap = function (value, max, min) {
if (typeof min === "undefined") { min = 0; }
max -= min;
if (max == 0)
return min;
return value - max * Math.floor((value - min) / max);
};
/**
* force a value within the boundaries of two values
*
* if max < min, min is returned
*/
GameMath.prototype.clamp = function (input, max, min) {
if (typeof min === "undefined") { min = 0; }
return Math.max(min, Math.min(max, input));
};
/**
* Snap a value to nearest grid slice, using rounding.
*
* example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15
*
* @param input - the value to snap
* @param gap - the interval gap of the grid
* @param [start] - optional starting offset for gap
*/
GameMath.prototype.snapTo = function (input, gap, start) {
if (typeof start === "undefined") { start = 0; }
if (gap == 0)
return input;
input -= start;
input = gap * Math.round(input / gap);
return start + input;
};
/**
* Snap a value to nearest grid slice, using floor.
*
* example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15
*
* @param input - the value to snap
* @param gap - the interval gap of the grid
* @param [start] - optional starting offset for gap
*/
GameMath.prototype.snapToFloor = function (input, gap, start) {
if (typeof start === "undefined") { start = 0; }
if (gap == 0)
return input;
input -= start;
input = gap * Math.floor(input / gap);
return start + input;
};
/**
* Snap a value to nearest grid slice, using ceil.
*
* example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20
*
* @param input - the value to snap
* @param gap - the interval gap of the grid
* @param [start] - optional starting offset for gap
*/
GameMath.prototype.snapToCeil = function (input, gap, start) {
if (typeof start === "undefined") { start = 0; }
if (gap == 0)
return input;
input -= start;
input = gap * Math.ceil(input / gap);
return start + input;
};
/**
* Snaps a value to the nearest value in an array.
*/
GameMath.prototype.snapToInArray = function (input, arr, sort) {
if (typeof sort === "undefined") { sort = true; }
if (sort)
arr.sort();
if (input < arr[0])
return arr[0];
var i = 1;
while (arr[i] < input)
i++;
var low = arr[i - 1];
var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY;
return ((high - input) <= (input - low)) ? high : low;
};
/**
* roundTo some place comparative to a 'base', default is 10 for decimal place
*
* 'place' is represented by the power applied to 'base' to get that place
*
* @param value - the value to round
* @param place - the place to round to
* @param base - the base to round in... default is 10 for decimal
*
* e.g.
*
* 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011
*
* roundTo(2000/7,3) == 0
* roundTo(2000/7,2) == 300
* roundTo(2000/7,1) == 290
* roundTo(2000/7,0) == 286
* roundTo(2000/7,-1) == 285.7
* roundTo(2000/7,-2) == 285.71
* roundTo(2000/7,-3) == 285.714
* roundTo(2000/7,-4) == 285.7143
* roundTo(2000/7,-5) == 285.71429
*
* roundTo(2000/7,3,2) == 288 -- 100100000
* roundTo(2000/7,2,2) == 284 -- 100011100
* roundTo(2000/7,1,2) == 286 -- 100011110
* roundTo(2000/7,0,2) == 286 -- 100011110
* roundTo(2000/7,-1,2) == 285.5 -- 100011101.1
* roundTo(2000/7,-2,2) == 285.75 -- 100011101.11
* roundTo(2000/7,-3,2) == 285.75 -- 100011101.11
* roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011
* roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111
*
* note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed
* because we are rounding 100011.1011011011011011 which rounds up.
*/
GameMath.prototype.roundTo = function (value, place, base) {
if (typeof place === "undefined") { place = 0; }
if (typeof base === "undefined") { base = 10; }
var p = Math.pow(base, -place);
return Math.round(value * p) / p;
};
GameMath.prototype.floorTo = function (value, place, base) {
if (typeof place === "undefined") { place = 0; }
if (typeof base === "undefined") { base = 10; }
var p = Math.pow(base, -place);
return Math.floor(value * p) / p;
};
GameMath.prototype.ceilTo = function (value, place, base) {
if (typeof place === "undefined") { place = 0; }
if (typeof base === "undefined") { base = 10; }
var p = Math.pow(base, -place);
return Math.ceil(value * p) / p;
};
/**
* a one dimensional linear interpolation of a value.
*/
GameMath.prototype.interpolateFloat = function (a, b, weight) {
return (b - a) * weight + a;
};
/**
* convert radians to degrees
*/
GameMath.prototype.radiansToDegrees = function (angle) {
return angle * GameMath.RAD_TO_DEG;
};
/**
* convert degrees to radians
*/
GameMath.prototype.degreesToRadians = function (angle) {
return angle * GameMath.DEG_TO_RAD;
};
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2 )
*/
GameMath.prototype.angleBetween = function (x1, y1, x2, y2) {
return Math.atan2(y2 - y1, x2 - x1);
};
/**
* set an angle within the bounds of -PI to PI
*/
GameMath.prototype.normalizeAngle = function (angle, radians) {
if (typeof radians === "undefined") { radians = true; }
var rd = (radians) ? GameMath.PI : 180;
return this.wrap(angle, rd, -rd);
};
/**
* closest angle between two angles from a1 to a2
* absolute value the return for exact angle
*/
GameMath.prototype.nearestAngleBetween = function (a1, a2, radians) {
if (typeof radians === "undefined") { radians = true; }
var rd = (radians) ? GameMath.PI : 180;
a1 = this.normalizeAngle(a1, radians);
a2 = this.normalizeAngle(a2, radians);
if (a1 < -rd / 2 && a2 > rd / 2)
a1 += rd * 2;
if (a2 < -rd / 2 && a1 > rd / 2)
a2 += rd * 2;
return a2 - a1;
};
/**
* normalizes independent and then sets dep to the nearest value respective to independent
*
* for instance if dep=-170 and ind=170 then 190 will be returned as an alternative to -170
*/
GameMath.prototype.normalizeAngleToAnother = function (dep, ind, radians) {
if (typeof radians === "undefined") { radians = true; }
return ind + this.nearestAngleBetween(ind, dep, radians);
};
/**
* normalize independent and dependent and then set dependent to an angle relative to 'after/clockwise' independent
*
* for instance dep=-170 and ind=170, then 190 will be reutrned as alternative to -170
*/
GameMath.prototype.normalizeAngleAfterAnother = function (dep, ind, radians) {
if (typeof radians === "undefined") { radians = true; }
dep = this.normalizeAngle(dep - ind, radians);
return ind + dep;
};
/**
* normalizes indendent and dependent and then sets dependent to an angle relative to 'before/counterclockwise' independent
*
* for instance dep = 190 and ind = 170, then -170 will be returned as an alternative to 190
*/
GameMath.prototype.normalizeAngleBeforeAnother = function (dep, ind, radians) {
if (typeof radians === "undefined") { radians = true; }
dep = this.normalizeAngle(ind - dep, radians);
return ind - dep;
};
/**
* interpolate across the shortest arc between two angles
*/
GameMath.prototype.interpolateAngles = function (a1, a2, weight, radians, ease) {
if (typeof radians === "undefined") { radians = true; }
if (typeof ease === "undefined") { ease = null; }
a1 = this.normalizeAngle(a1, radians);
a2 = this.normalizeAngleToAnother(a2, a1, radians);
return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight);
};
/**
* Compute the logarithm of any value of any base
*
* a logarithm is the exponent that some constant (base) would have to be raised to
* to be equal to value.
*
* i.e.
* 4 ^ x = 16
* can be rewritten as to solve for x
* logB4(16) = x
* which with this function would be
* LoDMath.logBaseOf(16,4)
*
* which would return 2, because 4^2 = 16
*/
GameMath.prototype.logBaseOf = function (value, base) {
return Math.log(value) / Math.log(base);
};
/**
* Greatest Common Denominator using Euclid's algorithm
*/
GameMath.prototype.GCD = function (m, n) {
var r;
//make sure positive, GCD is always positive
m = Math.abs(m);
n = Math.abs(n);
if (m < n) {
r = m;
m = n;
n = r;
}
while (true) {
r = m % n;
if (!r)
return n;
m = n;
n = r;
}
return 1;
};
/**
* Lowest Common Multiple
*/
GameMath.prototype.LCM = function (m, n) {
return (m * n) / this.GCD(m, n);
};
/**
* Factorial - N!
*
* simple product series
*
* by definition:
* 0! == 1
*/
GameMath.prototype.factorial = function (value) {
if (value == 0)
return 1;
var res = value;
while (--value) {
res *= value;
}
return res;
};
/**
* gamma function
*
* defined: gamma(N) == (N - 1)!
*/
GameMath.prototype.gammaFunction = function (value) {
return this.factorial(value - 1);
};
/**
* falling factorial
*
* defined: (N)! / (N - x)!
*
* written subscript: (N)x OR (base)exp
*/
GameMath.prototype.fallingFactorial = function (base, exp) {
return this.factorial(base) / this.factorial(base - exp);
};
/**
* rising factorial
*
* defined: (N + x - 1)! / (N - 1)!
*
* written superscript N^(x) OR base^(exp)
*/
GameMath.prototype.risingFactorial = function (base, exp) {
//expanded from gammaFunction for speed
return this.factorial(base + exp - 1) / this.factorial(base - 1);
};
/**
* binomial coefficient
*
* defined: N! / (k!(N-k)!)
* reduced: N! / (N-k)! == (N)k (fallingfactorial)
* reduced: (N)k / k!
*/
GameMath.prototype.binCoef = function (n, k) {
return this.fallingFactorial(n, k) / this.factorial(k);
};
/**
* rising binomial coefficient
*
* as one can notice in the analysis of binCoef(...) that
* binCoef is the (N)k divided by k!. Similarly rising binCoef
* is merely N^(k) / k!
*/
GameMath.prototype.risingBinCoef = function (n, k) {
return this.risingFactorial(n, k) / this.factorial(k);
};
/**
* Generate a random boolean result based on the chance value
* <p>
* Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
* of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
* </p>
* @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%)
* @return true if the roll passed, or false
*/
GameMath.prototype.chanceRoll = function (chance) {
if (typeof chance === "undefined") { chance = 50; }
if (chance <= 0) {
return false;
} else if (chance >= 100) {
return true;
} else {
if (Math.random() * 100 >= chance) {
return false;
} else {
return true;
}
}
};
/**
* Adds the given amount to the value, but never lets the value go over the specified maximum
*
* @param value The value to add the amount to
* @param amount The amount to add to the value
* @param max The maximum the value is allowed to be
* @return The new value
*/
GameMath.prototype.maxAdd = function (value, amount, max) {
value += amount;
if (value > max) {
value = max;
}
return value;
};
/**
* Subtracts the given amount from the value, but never lets the value go below the specified minimum
*
* @param value The base value
* @param amount The amount to subtract from the base value
* @param min The minimum the value is allowed to be
* @return The new value
*/
GameMath.prototype.minSub = function (value, amount, min) {
value -= amount;
if (value < min) {
value = min;
}
return value;
};
/**
* Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
* <p>Values must be positive integers, and are passed through Math.abs</p>
*
* @param value The value to add the amount to
* @param amount The amount to add to the value
* @param max The maximum the value is allowed to be
* @return The wrapped value
*/
GameMath.prototype.wrapValue = function (value, amount, max) {
var diff;
value = Math.abs(value);
amount = Math.abs(amount);
max = Math.abs(max);
diff = (value + amount) % max;
return diff;
};
/**
* Randomly returns either a 1 or -1
*
* @return 1 or -1
*/
GameMath.prototype.randomSign = function () {
return (Math.random() > 0.5) ? 1 : -1;
};
/**
* Returns true if the number given is odd.
*
* @param n The number to check
*
* @return True if the given number is odd. False if the given number is even.
*/
GameMath.prototype.isOdd = function (n) {
if (n & 1) {
return true;
} else {
return false;
}
};
/**
* Returns true if the number given is even.
*
* @param n The number to check
*
* @return True if the given number is even. False if the given number is odd.
*/
GameMath.prototype.isEven = function (n) {
if (n & 1) {
return false;
} else {
return true;
}
};
/**
* Keeps an angle value between -180 and +180<br>
* Should be called whenever the angle is updated on the Sprite to stop it from going insane.
*
* @param angle The angle value to check
*
* @return The new angle value, returns the same as the input angle if it was within bounds
*/
GameMath.prototype.wrapAngle = function (angle) {
var result = angle;
if (angle >= -180 && angle <= 180) {
return angle;
}
// Else normalise it to -180, 180
result = (angle + 180) % 360;
if (result < 0) {
result += 360;
}
return result - 180;
};
/**
* Keeps an angle value between the given min and max values
*
* @param angle The angle value to check. Must be between -180 and +180
* @param min The minimum angle that is allowed (must be -180 or greater)
* @param max The maximum angle that is allowed (must be 180 or less)
*
* @return The new angle value, returns the same as the input angle if it was within bounds
*/
GameMath.prototype.angleLimit = function (angle, min, max) {
var result = angle;
if (angle > max) {
result = max;
} else if (angle < min) {
result = min;
}
return result;
};
/**
* @method linear
* @param {Any} v
* @param {Any} k
* @public
*/
GameMath.prototype.linearInterpolation = function (v, k) {
var m = v.length - 1;
var f = m * k;
var i = Math.floor(f);
if (k < 0)
return this.linear(v[0], v[1], f);
if (k > 1)
return this.linear(v[m], v[m - 1], m - f);
return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i);
};
/**
* @method Bezier
* @param {Any} v
* @param {Any} k
* @public
*/
GameMath.prototype.bezierInterpolation = function (v, k) {
var b = 0;
var n = v.length - 1;
for (var i = 0; i <= n; i++) {
b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i);
}
return b;
};
/**
* @method CatmullRom
* @param {Any} v
* @param {Any} k
* @public
*/
GameMath.prototype.catmullRomInterpolation = function (v, k) {
var m = v.length - 1;
var f = m * k;
var i = Math.floor(f);
if (v[0] === v[m]) {
if (k < 0)
i = Math.floor(f = m * (1 + k));
return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);
} else {
if (k < 0)
return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]);
if (k > 1)
return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);
return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);
}
};
/**
* @method Linear
* @param {Any} p0
* @param {Any} p1
* @param {Any} t
* @public
*/
GameMath.prototype.linear = function (p0, p1, t) {
return (p1 - p0) * t + p0;
};
/**
* @method Bernstein
* @param {Any} n
* @param {Any} i
* @public
*/
GameMath.prototype.bernstein = function (n, i) {
return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
};
/**
* @method CatmullRom
* @param {Any} p0
* @param {Any} p1
* @param {Any} p2
* @param {Any} p3
* @param {Any} t
* @public
*/
GameMath.prototype.catmullRom = function (p0, p1, p2, p3, t) {
var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2;
return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
};
GameMath.prototype.difference = function (a, b) {
return Math.abs(a - b);
};
/**
* Fetch a random entry from the given array.
* Will return null if random selection is missing, or array has no entries.
*
* @param objects An array of objects.
* @param startIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
* @param length Optional restriction on the number of values you want to randomly select from.
*
* @return The random object that was selected.
*/
GameMath.prototype.getRandom = function (objects, startIndex, length) {
if (typeof startIndex === "undefined") { startIndex = 0; }
if (typeof length === "undefined") { length = 0; }
if (objects != null) {
var l = length;
if ((l == 0) || (l > objects.length - startIndex)) {
l = objects.length - startIndex;
}
if (l > 0) {
return objects[startIndex + Math.floor(Math.random() * l)];
}
}
return null;
};
/**
* Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2.
*
* @param Value Any number.
*
* @return The rounded value of that number.
*/
GameMath.prototype.floor = function (value) {
var n = value | 0;
return (value > 0) ? (n) : ((n != value) ? (n - 1) : (n));
};
/**
* Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3.
*
* @param Value Any number.
*
* @return The rounded value of that number.
*/
GameMath.prototype.ceil = function (value) {
var n = value | 0;
return (value > 0) ? ((n != value) ? (n + 1) : (n)) : (n);
};
/**
* Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at
* <p>
* The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function
* you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time.
* </p>
* @param length The length of the wave
* @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
* @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
* @param frequency The frequency of the sine and cosine table data
* @return Returns the sine table
* @see getSinTable
* @see getCosTable
*/
GameMath.prototype.sinCosGenerator = function (length, sinAmplitude, cosAmplitude, frequency) {
if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; }
if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; }
if (typeof frequency === "undefined") { frequency = 1.0; }
var sin = sinAmplitude;
var cos = cosAmplitude;
var frq = frequency * Math.PI / length;
this.cosTable = [];
this.sinTable = [];
for (var c = 0; c < length; c++) {
cos -= sin * frq;
sin += cos * frq;
this.cosTable[c] = cos;
this.sinTable[c] = sin;
}
return this.sinTable;
};
/**
* Shifts through the sin table data by one value and returns it.
* This effectively moves the position of the data from the start to the end of the table.
* @return The sin value.
*/
GameMath.prototype.shiftSinTable = function () {
if (this.sinTable) {
var s = this.sinTable.shift();
this.sinTable.push(s);
return s;
}
};
/**
* Shifts through the cos table data by one value and returns it.
* This effectively moves the position of the data from the start to the end of the table.
* @return The cos value.
*/
GameMath.prototype.shiftCosTable = function () {
if (this.cosTable) {
var s = this.cosTable.shift();
this.cosTable.push(s);
return s;
}
};
/**
* Shuffles the data in the given array into a new order
* @param array The array to shuffle
* @return The array
*/
GameMath.prototype.shuffleArray = function (array) {
for (var i = array.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return array;
};
/**
* Returns the distance from this Point object to the given Point object.
* @method distanceFrom
* @param {Point} target - The destination Point object.
* @param {Boolean} round - Round the distance to the nearest integer (default false)
* @return {Number} The distance between this Point object and the destination Point object.
**/
GameMath.prototype.distanceBetween = function (x1, y1, x2, y2) {
var dx = x1 - x2;
var dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
};
/**
* Finds the length of the given vector
*
* @param dx
* @param dy
*
* @return
*/
GameMath.prototype.vectorLength = function (dx, dy) {
return Math.sqrt(dx * dx + dy * dy);
};
GameMath.PI = 3.141592653589793;
GameMath.PI_2 = 1.5707963267948965;
GameMath.PI_4 = 0.7853981633974483;
GameMath.PI_8 = 0.39269908169872413;
GameMath.PI_16 = 0.19634954084936206;
GameMath.TWO_PI = 6.283185307179586;
GameMath.THREE_PI_2 = 4.7123889803846895;
GameMath.E = 2.71828182845905;
GameMath.LN10 = 2.302585092994046;
GameMath.LN2 = 0.6931471805599453;
GameMath.LOG10E = 0.4342944819032518;
GameMath.LOG2E = 1.442695040888963387;
GameMath.SQRT1_2 = 0.7071067811865476;
GameMath.SQRT2 = 1.4142135623730951;
GameMath.DEG_TO_RAD = 0.017453292519943294444444444444444;
GameMath.RAD_TO_DEG = 57.295779513082325225835265587527;
GameMath.B_16 = 65536;
GameMath.B_31 = 2147483648;
GameMath.B_32 = 4294967296;
GameMath.B_48 = 281474976710656;
GameMath.B_53 = 9007199254740992;
GameMath.B_64 = 18446744073709551616;
GameMath.ONE_THIRD = 0.333333333333333333333333333333333;
GameMath.TWO_THIRDS = 0.666666666666666666666666666666666;
GameMath.ONE_SIXTH = 0.166666666666666666666666666666666;
GameMath.COS_PI_3 = 0.86602540378443864676372317075294;
GameMath.SIN_2PI_3 = 0.03654595;
GameMath.CIRCLE_ALPHA = 0.5522847498307933984022516322796;
GameMath.ON = true;
GameMath.OFF = false;
GameMath.SHORT_EPSILON = 0.1;
GameMath.PERC_EPSILON = 0.001;
GameMath.EPSILON = 0.0001;
GameMath.LONG_EPSILON = 0.00000001;
return GameMath;
})();
Phaser.GameMath = GameMath;
})(Phaser || (Phaser = {}));
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/// <reference path="../_definitions.ts" />
/**
* Phaser - LinkedList
*
* A miniature linked list class. Useful for optimizing time-critical or highly repetitive tasks!
*/
var Phaser;
(function (Phaser) {
var LinkedList = (function () {
/**
* Creates a new link, and sets <code>object</code> and <code>next</code> to <code>null</code>.
*/
function LinkedList() {
this.object = null;
this.next = null;
}
/**
* Clean up memory.
*/
LinkedList.prototype.destroy = function () {
this.object = null;
if (this.next != null) {
this.next.destroy();
}
this.next = null;
};
return LinkedList;
})();
Phaser.LinkedList = LinkedList;
})(Phaser || (Phaser = {}));
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/// <reference path="../_definitions.ts" />
/**
* Phaser - Mat3
*
* A 3x3 Matrix
*/
var Phaser;
(function (Phaser) {
var Mat3 = (function () {
/**
* Creates a new Mat3 object.
* @class Mat3
* @constructor
* @return {Mat3} This object
**/
function Mat3() {
this.data = [1, 0, 0, 0, 1, 0, 0, 0, 1];
}
Object.defineProperty(Mat3.prototype, "a00", {
get: function () {
return this.data[0];
},
set: function (value) {
this.data[0] = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mat3.prototype, "a01", {
get: function () {
return this.data[1];
},
set: function (value) {
this.data[1] = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mat3.prototype, "a02", {
get: function () {
return this.data[2];
},
set: function (value) {
this.data[2] = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mat3.prototype, "a10", {
get: function () {
return this.data[3];
},
set: function (value) {
this.data[3] = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mat3.prototype, "a11", {
get: function () {
return this.data[4];
},
set: function (value) {
this.data[4] = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mat3.prototype, "a12", {
get: function () {
return this.data[5];
},
set: function (value) {
this.data[5] = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mat3.prototype, "a20", {
get: function () {
return this.data[6];
},
set: function (value) {
this.data[6] = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mat3.prototype, "a21", {
get: function () {
return this.data[7];
},
set: function (value) {
this.data[7] = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Mat3.prototype, "a22", {
get: function () {
return this.data[8];
},
set: function (value) {
this.data[8] = value;
},
enumerable: true,
configurable: true
});
/**
* Copies the values from one Mat3 into this Mat3.
* @method copyFromMat3
* @param {any} source - The object to copy from.
* @return {Mat3} This Mat3 object.
**/
Mat3.prototype.copyFromMat3 = function (source) {
this.data[0] = source.data[0];
this.data[1] = source.data[1];
this.data[2] = source.data[2];
this.data[3] = source.data[3];
this.data[4] = source.data[4];
this.data[5] = source.data[5];
this.data[6] = source.data[6];
this.data[7] = source.data[7];
this.data[8] = source.data[8];
return this;
};
/**
* Copies the upper-left 3x3 values into this Mat3.
* @method copyFromMat4
* @param {any} source - The object to copy from.
* @return {Mat3} This Mat3 object.
**/
Mat3.prototype.copyFromMat4 = function (source) {
this.data[0] = source[0];
this.data[1] = source[1];
this.data[2] = source[2];
this.data[3] = source[4];
this.data[4] = source[5];
this.data[5] = source[6];
this.data[6] = source[8];
this.data[7] = source[9];
this.data[8] = source[10];
return this;
};
/**
* Clones this Mat3 into a new Mat3
* @param {Mat3} out The output Mat3, if none is given a new Mat3 object will be created.
* @return {Mat3} The new Mat3
**/
Mat3.prototype.clone = function (out) {
if (typeof out === "undefined") { out = new Phaser.Mat3(); }
out[0] = this.data[0];
out[1] = this.data[1];
out[2] = this.data[2];
out[3] = this.data[3];
out[4] = this.data[4];
out[5] = this.data[5];
out[6] = this.data[6];
out[7] = this.data[7];
out[8] = this.data[8];
return out;
};
/**
* Sets this Mat3 to the identity matrix.
* @method identity
* @param {any} source - The object to copy from.
* @return {Mat3} This Mat3 object.
**/
Mat3.prototype.identity = function () {
return this.setTo(1, 0, 0, 0, 1, 0, 0, 0, 1);
};
/**
* Translates this Mat3 by the given vector
**/
Mat3.prototype.translate = function (v) {
this.a20 = v.x * this.a00 + v.y * this.a10 + this.a20;
this.a21 = v.x * this.a01 + v.y * this.a11 + this.a21;
this.a22 = v.x * this.a02 + v.y * this.a12 + this.a22;
return this;
};
Mat3.prototype.setTemps = function () {
this._a00 = this.data[0];
this._a01 = this.data[1];
this._a02 = this.data[2];
this._a10 = this.data[3];
this._a11 = this.data[4];
this._a12 = this.data[5];
this._a20 = this.data[6];
this._a21 = this.data[7];
this._a22 = this.data[8];
};
/**
* Rotates this Mat3 by the given angle (given in radians)
**/
Mat3.prototype.rotate = function (rad) {
this.setTemps();
var s = Phaser.GameMath.sinA[rad];
var c = Phaser.GameMath.cosA[rad];
this.data[0] = c * this._a00 + s * this._a10;
this.data[1] = c * this._a01 + s * this._a10;
this.data[2] = c * this._a02 + s * this._a12;
this.data[3] = c * this._a10 - s * this._a00;
this.data[4] = c * this._a11 - s * this._a01;
this.data[5] = c * this._a12 - s * this._a02;
return this;
};
/**
* Scales this Mat3 by the given vector
**/
Mat3.prototype.scale = function (v) {
this.data[0] = v.x * this.data[0];
this.data[1] = v.x * this.data[1];
this.data[2] = v.x * this.data[2];
this.data[3] = v.y * this.data[3];
this.data[4] = v.y * this.data[4];
this.data[5] = v.y * this.data[5];
return this;
};
Mat3.prototype.setTo = function (a00, a01, a02, a10, a11, a12, a20, a21, a22) {
this.data[0] = a00;
this.data[1] = a01;
this.data[2] = a02;
this.data[3] = a10;
this.data[4] = a11;
this.data[5] = a12;
this.data[6] = a20;
this.data[7] = a21;
this.data[8] = a22;
return this;
};
/**
* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the object.
**/
Mat3.prototype.toString = function () {
return '';
//return "[{Vec2 (x=" + this.x + " y=" + this.y + ")}]";
};
return Mat3;
})();
Phaser.Mat3 = Mat3;
})(Phaser || (Phaser = {}));
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/// <reference path="../_definitions.ts" />
/**
* Phaser - Mat3Utils
*
* A collection of methods useful for manipulating and performing operations on Mat3 objects.
*
*/
var Phaser;
(function (Phaser) {
var Mat3Utils = (function () {
function Mat3Utils() {
}
Mat3Utils.transpose = /**
* Transpose the values of a Mat3
**/
function (source, dest) {
if (typeof dest === "undefined") { dest = null; }
if (dest === null) {
// Transpose ourselves
var a01 = source.data[1];
var a02 = source.data[2];
var a12 = source.data[5];
source.data[1] = source.data[3];
source.data[2] = source.data[6];
source.data[3] = a01;
source.data[5] = source.data[7];
source.data[6] = a02;
source.data[7] = a12;
} else {
source.data[0] = dest.data[0];
source.data[1] = dest.data[3];
source.data[2] = dest.data[6];
source.data[3] = dest.data[1];
source.data[4] = dest.data[4];
source.data[5] = dest.data[7];
source.data[6] = dest.data[2];
source.data[7] = dest.data[5];
source.data[8] = dest.data[8];
}
return source;
};
Mat3Utils.invert = /**
* Inverts a Mat3
**/
function (source) {
var a00 = source.data[0];
var a01 = source.data[1];
var a02 = source.data[2];
var a10 = source.data[3];
var a11 = source.data[4];
var a12 = source.data[5];
var a20 = source.data[6];
var a21 = source.data[7];
var a22 = source.data[8];
var b01 = a22 * a11 - a12 * a21;
var b11 = -a22 * a10 + a12 * a20;
var b21 = a21 * a10 - a11 * a20;
// Determinant
var det = a00 * b01 + a01 * b11 + a02 * b21;
if (!det) {
return null;
}
det = 1.0 / det;
source.data[0] = b01 * det;
source.data[1] = (-a22 * a01 + a02 * a21) * det;
source.data[2] = (a12 * a01 - a02 * a11) * det;
source.data[3] = b11 * det;
source.data[4] = (a22 * a00 - a02 * a20) * det;
source.data[5] = (-a12 * a00 + a02 * a10) * det;
source.data[6] = b21 * det;
source.data[7] = (-a21 * a00 + a01 * a20) * det;
source.data[8] = (a11 * a00 - a01 * a10) * det;
return source;
};
Mat3Utils.adjoint = /**
* Calculates the adjugate of a Mat3
**/
function (source) {
var a00 = source.data[0];
var a01 = source.data[1];
var a02 = source.data[2];
var a10 = source.data[3];
var a11 = source.data[4];
var a12 = source.data[5];
var a20 = source.data[6];
var a21 = source.data[7];
var a22 = source.data[8];
source.data[0] = (a11 * a22 - a12 * a21);
source.data[1] = (a02 * a21 - a01 * a22);
source.data[2] = (a01 * a12 - a02 * a11);
source.data[3] = (a12 * a20 - a10 * a22);
source.data[4] = (a00 * a22 - a02 * a20);
source.data[5] = (a02 * a10 - a00 * a12);
source.data[6] = (a10 * a21 - a11 * a20);
source.data[7] = (a01 * a20 - a00 * a21);
source.data[8] = (a00 * a11 - a01 * a10);
return source;
};
Mat3Utils.determinant = /**
* Calculates the adjugate of a Mat3
**/
function (source) {
var a00 = source.data[0];
var a01 = source.data[1];
var a02 = source.data[2];
var a10 = source.data[3];
var a11 = source.data[4];
var a12 = source.data[5];
var a20 = source.data[6];
var a21 = source.data[7];
var a22 = source.data[8];
return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
};
Mat3Utils.multiply = /**
* Multiplies two Mat3s
**/
function (source, b) {
var a00 = source.data[0];
var a01 = source.data[1];
var a02 = source.data[2];
var a10 = source.data[3];
var a11 = source.data[4];
var a12 = source.data[5];
var a20 = source.data[6];
var a21 = source.data[7];
var a22 = source.data[8];
var b00 = b.data[0];
var b01 = b.data[1];
var b02 = b.data[2];
var b10 = b.data[3];
var b11 = b.data[4];
var b12 = b.data[5];
var b20 = b.data[6];
var b21 = b.data[7];
var b22 = b.data[8];
source.data[0] = b00 * a00 + b01 * a10 + b02 * a20;
source.data[1] = b00 * a01 + b01 * a11 + b02 * a21;
source.data[2] = b00 * a02 + b01 * a12 + b02 * a22;
source.data[3] = b10 * a00 + b11 * a10 + b12 * a20;
source.data[4] = b10 * a01 + b11 * a11 + b12 * a21;
source.data[5] = b10 * a02 + b11 * a12 + b12 * a22;
source.data[6] = b20 * a00 + b21 * a10 + b22 * a20;
source.data[7] = b20 * a01 + b21 * a11 + b22 * a21;
source.data[8] = b20 * a02 + b21 * a12 + b22 * a22;
return source;
};
Mat3Utils.fromQuaternion = function () {
};
Mat3Utils.normalFromMat4 = function () {
};
return Mat3Utils;
})();
Phaser.Mat3Utils = Mat3Utils;
})(Phaser || (Phaser = {}));
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/// <reference path="../_definitions.ts" />
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
/**
* Phaser - QuadTree
*
* A fairly generic quad tree structure for rapid overlap checks. QuadTree is also configured for single or dual list operation.
* You can add items either to its A list or its B list. When you do an overlap check, you can compare the A list to itself,
* or the A list against the B list. Handy for different things!
*/
var Phaser;
(function (Phaser) {
var QuadTree = (function (_super) {
__extends(QuadTree, _super);
/**
* Instantiate a new Quad Tree node.
*
* @param {Number} x The X-coordinate of the point in space.
* @param {Number} y The Y-coordinate of the point in space.
* @param {Number} width Desired width of this node.
* @param {Number} height Desired height of this node.
* @param {Number} parent The parent branch or node. Pass null to create a root.
*/
//constructor(manager: Phaser.Physics.Manager, x: number, y: number, width: number, height: number, parent: QuadTree = null) {
function QuadTree(manager, x, y, width, height, parent) {
if (typeof parent === "undefined") { parent = null; }
_super.call(this, x, y, width, height);
QuadTree.physics = manager;
this._headA = this._tailA = new Phaser.LinkedList();
this._headB = this._tailB = new Phaser.LinkedList();
if (parent != null) {
if (parent._headA.object != null) {
this._iterator = parent._headA;
while (this._iterator != null) {
if (this._tailA.object != null) {
this._ot = this._tailA;
this._tailA = new Phaser.LinkedList();
this._ot.next = this._tailA;
}
this._tailA.object = this._iterator.object;
this._iterator = this._iterator.next;
}
}
if (parent._headB.object != null) {
this._iterator = parent._headB;
while (this._iterator != null) {
if (this._tailB.object != null) {
this._ot = this._tailB;
this._tailB = new Phaser.LinkedList();
this._ot.next = this._tailB;
}
this._tailB.object = this._iterator.object;
this._iterator = this._iterator.next;
}
}
} else {
QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions);
}
this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min);
//Set up comparison/sort helpers
this._northWestTree = null;
this._northEastTree = null;
this._southEastTree = null;
this._southWestTree = null;
this._leftEdge = this.x;
this._rightEdge = this.x + this.width;
this._halfWidth = this.width / 2;
this._midpointX = this._leftEdge + this._halfWidth;
this._topEdge = this.y;
this._bottomEdge = this.y + this.height;
this._halfHeight = this.height / 2;
this._midpointY = this._topEdge + this._halfHeight;
}
/**
* Clean up memory.
*/
QuadTree.prototype.destroy = function () {
this._tailA.destroy();
this._tailB.destroy();
this._headA.destroy();
this._headB.destroy();
this._tailA = null;
this._tailB = null;
this._headA = null;
this._headB = null;
if (this._northWestTree != null) {
this._northWestTree.destroy();
}
if (this._northEastTree != null) {
this._northEastTree.destroy();
}
if (this._southEastTree != null) {
this._southEastTree.destroy();
}
if (this._southWestTree != null) {
this._southWestTree.destroy();
}
this._northWestTree = null;
this._northEastTree = null;
this._southEastTree = null;
this._southWestTree = null;
QuadTree._object = null;
QuadTree._processingCallback = null;
QuadTree._notifyCallback = null;
};
/**
* Load objects and/or groups into the quad tree, and register notify and processing callbacks.
*
* @param {} objectOrGroup1 Any object that is or extends IGameObject or Group.
* @param {} objectOrGroup2 Any object that is or extends IGameObject or Group. If null, the first parameter will be checked against itself.
* @param {Function} notifyCallback A function with the form <code>myFunction(Object1:GameObject,Object2:GameObject)</code> that is called whenever two objects are found to overlap in world space, and either no processCallback is specified, or the processCallback returns true.
* @param {Function} processCallback A function with the form <code>myFunction(Object1:GameObject,Object2:GameObject):bool</code> that is called whenever two objects are found to overlap in world space. The notifyCallback is only called if this function returns true. See GameObject.separate().
* @param context The context in which the callbacks will be called
*/
QuadTree.prototype.load = function (objectOrGroup1, objectOrGroup2, notifyCallback, processCallback, context) {
if (typeof objectOrGroup2 === "undefined") { objectOrGroup2 = null; }
if (typeof notifyCallback === "undefined") { notifyCallback = null; }
if (typeof processCallback === "undefined") { processCallback = null; }
if (typeof context === "undefined") { context = null; }
this.add(objectOrGroup1, QuadTree.A_LIST);
if (objectOrGroup2 != null) {
this.add(objectOrGroup2, QuadTree.B_LIST);
QuadTree._useBothLists = true;
} else {
QuadTree._useBothLists = false;
}
QuadTree._notifyCallback = notifyCallback;
QuadTree._processingCallback = processCallback;
QuadTree._callbackContext = context;
};
/**
* Call this function to add an object to the root of the tree.
* This function will recursively add all group members, but
* not the groups themselves.
*
* @param {} objectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly.
* @param {Number} list A <code>uint</code> flag indicating the list to which you want to add the objects. Options are <code>QuadTree.A_LIST</code> and <code>QuadTree.B_LIST</code>.
*/
QuadTree.prototype.add = function (objectOrGroup, list) {
QuadTree._list = list;
if (objectOrGroup.type == Phaser.Types.GROUP) {
this._i = 0;
this._members = objectOrGroup['members'];
this._l = objectOrGroup['length'];
while (this._i < this._l) {
this._basic = this._members[this._i++];
if (this._basic != null && this._basic.exists) {
if (this._basic.type == Phaser.Types.GROUP) {
this.add(this._basic, list);
} else {
QuadTree._object = this._basic;
if (QuadTree._object.exists && QuadTree._object.body.allowCollisions) {
this.addObject();
}
}
}
}
} else {
QuadTree._object = objectOrGroup;
if (QuadTree._object.exists && QuadTree._object.body.allowCollisions) {
this.addObject();
}
}
};
/**
* Internal function for recursively navigating and creating the tree
* while adding objects to the appropriate nodes.
*/
QuadTree.prototype.addObject = function () {
if (!this._canSubdivide || ((this._leftEdge >= QuadTree._object.body.bounds.x) && (this._rightEdge <= QuadTree._object.body.bounds.right) && (this._topEdge >= QuadTree._object.body.bounds.y) && (this._bottomEdge <= QuadTree._object.body.bounds.bottom))) {
this.addToList();
return;
}
if ((QuadTree._object.body.bounds.x > this._leftEdge) && (QuadTree._object.body.bounds.right < this._midpointX)) {
if ((QuadTree._object.body.bounds.y > this._topEdge) && (QuadTree._object.body.bounds.bottom < this._midpointY)) {
if (this._northWestTree == null) {
this._northWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
}
this._northWestTree.addObject();
return;
}
if ((QuadTree._object.body.bounds.y > this._midpointY) && (QuadTree._object.body.bounds.bottom < this._bottomEdge)) {
if (this._southWestTree == null) {
this._southWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
}
this._southWestTree.addObject();
return;
}
}
if ((QuadTree._object.body.bounds.x > this._midpointX) && (QuadTree._object.body.bounds.right < this._rightEdge)) {
if ((QuadTree._object.body.bounds.y > this._topEdge) && (QuadTree._object.body.bounds.bottom < this._midpointY)) {
if (this._northEastTree == null) {
this._northEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
}
this._northEastTree.addObject();
return;
}
if ((QuadTree._object.body.bounds.y > this._midpointY) && (QuadTree._object.body.bounds.bottom < this._bottomEdge)) {
if (this._southEastTree == null) {
this._southEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
}
this._southEastTree.addObject();
return;
}
}
if ((QuadTree._object.body.bounds.right > this._leftEdge) && (QuadTree._object.body.bounds.x < this._midpointX) && (QuadTree._object.body.bounds.bottom > this._topEdge) && (QuadTree._object.body.bounds.y < this._midpointY)) {
if (this._northWestTree == null) {
this._northWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
}
this._northWestTree.addObject();
}
if ((QuadTree._object.body.bounds.right > this._midpointX) && (QuadTree._object.body.bounds.x < this._rightEdge) && (QuadTree._object.body.bounds.bottom > this._topEdge) && (QuadTree._object.body.bounds.y < this._midpointY)) {
if (this._northEastTree == null) {
this._northEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
}
this._northEastTree.addObject();
}
if ((QuadTree._object.body.bounds.right > this._midpointX) && (QuadTree._object.body.bounds.x < this._rightEdge) && (QuadTree._object.body.bounds.bottom > this._midpointY) && (QuadTree._object.body.bounds.y < this._bottomEdge)) {
if (this._southEastTree == null) {
this._southEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
}
this._southEastTree.addObject();
}
if ((QuadTree._object.body.bounds.right > this._leftEdge) && (QuadTree._object.body.bounds.x < this._midpointX) && (QuadTree._object.body.bounds.bottom > this._midpointY) && (QuadTree._object.body.bounds.y < this._bottomEdge)) {
if (this._southWestTree == null) {
this._southWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
}
this._southWestTree.addObject();
}
};
/**
* Internal function for recursively adding objects to leaf lists.
*/
QuadTree.prototype.addToList = function () {
if (QuadTree._list == QuadTree.A_LIST) {
if (this._tailA.object != null) {
this._ot = this._tailA;
this._tailA = new Phaser.LinkedList();
this._ot.next = this._tailA;
}
this._tailA.object = QuadTree._object;
} else {
if (this._tailB.object != null) {
this._ot = this._tailB;
this._tailB = new Phaser.LinkedList();
this._ot.next = this._tailB;
}
this._tailB.object = QuadTree._object;
}
if (!this._canSubdivide) {
return;
}
if (this._northWestTree != null) {
this._northWestTree.addToList();
}
if (this._northEastTree != null) {
this._northEastTree.addToList();
}
if (this._southEastTree != null) {
this._southEastTree.addToList();
}
if (this._southWestTree != null) {
this._southWestTree.addToList();
}
};
/**
* <code>QuadTree</code>'s other main function. Call this after adding objects
* using <code>QuadTree.load()</code> to compare the objects that you loaded.
*
* @return {Boolean} Whether or not any overlaps were found.
*/
QuadTree.prototype.execute = function () {
this._overlapProcessed = false;
if (this._headA.object != null) {
this._iterator = this._headA;
while (this._iterator != null) {
QuadTree._object = this._iterator.object;
if (QuadTree._useBothLists) {
QuadTree._iterator = this._headB;
} else {
QuadTree._iterator = this._iterator.next;
}
if (QuadTree._object.exists && (QuadTree._object.body.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) {
this._overlapProcessed = true;
}
this._iterator = this._iterator.next;
}
}
if ((this._northWestTree != null) && this._northWestTree.execute()) {
this._overlapProcessed = true;
}
if ((this._northEastTree != null) && this._northEastTree.execute()) {
this._overlapProcessed = true;
}
if ((this._southEastTree != null) && this._southEastTree.execute()) {
this._overlapProcessed = true;
}
if ((this._southWestTree != null) && this._southWestTree.execute()) {
this._overlapProcessed = true;
}
return this._overlapProcessed;
};
/**
* A private for comparing an object against the contents of a node.
*
* @return {Boolean} Whether or not any overlaps were found.
*/
QuadTree.prototype.overlapNode = function () {
//Walk the list and check for overlaps
this._overlapProcessed = false;
while (QuadTree._iterator != null) {
if (!QuadTree._object.exists || (QuadTree._object.body.allowCollisions <= 0)) {
break;
}
this._checkObject = QuadTree._iterator.object;
if ((QuadTree._object === this._checkObject) || !this._checkObject.exists || (this._checkObject.body.allowCollisions <= 0)) {
QuadTree._iterator = QuadTree._iterator.next;
continue;
}
/*
if (QuadTree.physics.checkHullIntersection(QuadTree._object.body, this._checkObject.body))
{
//Execute callback functions if they exist
if ((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, this._checkObject))
{
this._overlapProcessed = true;
}
if (this._overlapProcessed && (QuadTree._notifyCallback != null))
{
if (QuadTree._callbackContext !== null)
{
QuadTree._notifyCallback.call(QuadTree._callbackContext, QuadTree._object, this._checkObject);
}
else
{
QuadTree._notifyCallback(QuadTree._object, this._checkObject);
}
}
}
*/
QuadTree._iterator = QuadTree._iterator.next;
}
return this._overlapProcessed;
};
QuadTree.A_LIST = 0;
QuadTree.B_LIST = 1;
return QuadTree;
})(Phaser.Rectangle);
Phaser.QuadTree = QuadTree;
})(Phaser || (Phaser = {}));
-249
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@@ -1,249 +0,0 @@
/// <reference path="../_definitions.ts" />
/**
* Phaser - RandomDataGenerator
*
* An extremely useful repeatable random data generator. Access it via Game.rnd
* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense
* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript
*/
var Phaser;
(function (Phaser) {
var RandomDataGenerator = (function () {
/**
* @constructor
* @param {Array} seeds
* @return {Phaser.RandomDataGenerator}
*/
function RandomDataGenerator(seeds) {
if (typeof seeds === "undefined") { seeds = []; }
/**
* @property c
* @type Number
* @private
*/
this.c = 1;
this.sow(seeds);
}
/**
* @method uint32
* @private
*/
RandomDataGenerator.prototype.uint32 = function () {
return this.rnd.apply(this) * 0x100000000;
};
/**
* @method fract32
* @private
*/
RandomDataGenerator.prototype.fract32 = function () {
return this.rnd.apply(this) + (this.rnd.apply(this) * 0x200000 | 0) * 1.1102230246251565e-16;
};
// private random helper
/**
* @method rnd
* @private
*/
RandomDataGenerator.prototype.rnd = function () {
var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10;
this.c = t | 0;
this.s0 = this.s1;
this.s1 = this.s2;
this.s2 = t - this.c;
return this.s2;
};
/**
* @method hash
* @param {Any} data
* @private
*/
RandomDataGenerator.prototype.hash = function (data) {
var h, i, n;
n = 0xefc8249d;
data = data.toString();
for (i = 0; i < data.length; i++) {
n += data.charCodeAt(i);
h = 0.02519603282416938 * n;
n = h >>> 0;
h -= n;
h *= n;
n = h >>> 0;
h -= n;
n += h * 0x100000000;
}
return (n >>> 0) * 2.3283064365386963e-10;
};
/**
* Reset the seed of the random data generator
* @method sow
* @param {Array} seeds
*/
RandomDataGenerator.prototype.sow = function (seeds) {
if (typeof seeds === "undefined") { seeds = []; }
this.s0 = this.hash(' ');
this.s1 = this.hash(this.s0);
this.s2 = this.hash(this.s1);
var seed;
for (var i = 0; seed = seeds[i++];) {
this.s0 -= this.hash(seed);
this.s0 += ~~(this.s0 < 0);
this.s1 -= this.hash(seed);
this.s1 += ~~(this.s1 < 0);
this.s2 -= this.hash(seed);
this.s2 += ~~(this.s2 < 0);
}
};
Object.defineProperty(RandomDataGenerator.prototype, "integer", {
get: /**
* Returns a random integer between 0 and 2^32
* @method integer
* @return {Number}
*/
function () {
return this.uint32();
},
enumerable: true,
configurable: true
});
Object.defineProperty(RandomDataGenerator.prototype, "frac", {
get: /**
* Returns a random real number between 0 and 1
* @method frac
* @return {Number}
*/
function () {
return this.fract32();
},
enumerable: true,
configurable: true
});
Object.defineProperty(RandomDataGenerator.prototype, "real", {
get: /**
* Returns a random real number between 0 and 2^32
* @method real
* @return {Number}
*/
function () {
return this.uint32() + this.fract32();
},
enumerable: true,
configurable: true
});
/**
* Returns a random integer between min and max
* @method integerInRange
* @param {Number} min
* @param {Number} max
* @return {Number}
*/
RandomDataGenerator.prototype.integerInRange = function (min, max) {
return Math.floor(this.realInRange(min, max));
};
/**
* Returns a random real number between min and max
* @method realInRange
* @param {Number} min
* @param {Number} max
* @return {Number}
*/
RandomDataGenerator.prototype.realInRange = function (min, max) {
min = min || 0;
max = max || 0;
return this.frac * (max - min) + min;
};
Object.defineProperty(RandomDataGenerator.prototype, "normal", {
get: /**
* Returns a random real number between -1 and 1
* @method normal
* @return {Number}
*/
function () {
return 1 - 2 * this.frac;
},
enumerable: true,
configurable: true
});
Object.defineProperty(RandomDataGenerator.prototype, "uuid", {
get: /**
* Returns a valid v4 UUID hex string (from https://gist.github.com/1308368)
* @method uuid
* @return {String}
*/
function () {
var a, b;
for (b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-')
;
return b;
},
enumerable: true,
configurable: true
});
/**
* Returns a random member of `array`
* @method pick
* @param {Any} array
*/
RandomDataGenerator.prototype.pick = function (array) {
return array[this.integerInRange(0, array.length)];
};
/**
* Returns a random member of `array`, favoring the earlier entries
* @method weightedPick
* @param {Any} array
*/
RandomDataGenerator.prototype.weightedPick = function (array) {
return array[~~(Math.pow(this.frac, 2) * array.length)];
};
/**
* Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified
* @method timestamp
* @param {Number} min
* @param {Number} max
*/
RandomDataGenerator.prototype.timestamp = function (min, max) {
if (typeof min === "undefined") { min = 946684800000; }
if (typeof max === "undefined") { max = 1577862000000; }
return this.realInRange(min, max);
};
Object.defineProperty(RandomDataGenerator.prototype, "angle", {
get: /**
* Returns a random angle between -180 and 180
* @method angle
*/
function () {
return this.integerInRange(-180, 180);
},
enumerable: true,
configurable: true
});
return RandomDataGenerator;
})();
Phaser.RandomDataGenerator = RandomDataGenerator;
})(Phaser || (Phaser = {}));
-253
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@@ -1,253 +0,0 @@
/// <reference path="../_definitions.ts" />
/**
* Phaser - Vec2
*
* A Vector 2
*/
var Phaser;
(function (Phaser) {
var Vec2 = (function () {
/**
* Creates a new Vec2 object.
* @class Vec2
* @constructor
* @param {Number} x The x position of the vector
* @param {Number} y The y position of the vector
* @return {Vec2} This object
**/
function Vec2(x, y) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
this.x = x;
this.y = y;
return this;
}
/**
* Copies the x and y properties from any given object to this Vec2.
* @method copyFrom
* @param {any} source - The object to copy from.
* @return {Vec2} This Vec2 object.
**/
Vec2.prototype.copyFrom = function (source) {
return this.setTo(source.x, source.y);
};
/**
* Sets the x and y properties of the Vector.
* @param {Number} x The x position of the vector
* @param {Number} y The y position of the vector
* @return {Vec2} This object
**/
Vec2.prototype.setTo = function (x, y) {
this.x = x;
this.y = y;
return this;
};
/**
* Add another vector to this one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
Vec2.prototype.add = function (a) {
this.x += a.x;
this.y += a.y;
return this;
};
/**
* Subtract another vector from this one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
Vec2.prototype.subtract = function (v) {
this.x -= v.x;
this.y -= v.y;
return this;
};
/**
* Multiply another vector with this one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
Vec2.prototype.multiply = function (v) {
this.x *= v.x;
this.y *= v.y;
return this;
};
/**
* Divide this vector by another one.
*
* @param {Vec2} other The other Vector.
* @return {Vec2} This for chaining.
*/
Vec2.prototype.divide = function (v) {
this.x /= v.x;
this.y /= v.y;
return this;
};
/**
* Get the length of this vector.
*
* @return {number} The length of this vector.
*/
Vec2.prototype.length = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
/**
* Get the length squared of this vector.
*
* @return {number} The length^2 of this vector.
*/
Vec2.prototype.lengthSq = function () {
return (this.x * this.x) + (this.y * this.y);
};
/**
* Normalize this vector.
*
* @return {Vec2} This for chaining.
*/
Vec2.prototype.normalize = function () {
var inv = (this.x != 0 || this.y != 0) ? 1 / Math.sqrt(this.x * this.x + this.y * this.y) : 0;
this.x *= inv;
this.y *= inv;
return this;
};
/**
* The dot product of two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
Vec2.prototype.dot = function (a) {
return ((this.x * a.x) + (this.y * a.y));
};
/**
* The cross product of two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
Vec2.prototype.cross = function (a) {
return ((this.x * a.y) - (this.y * a.x));
};
/**
* The projection magnitude of two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
Vec2.prototype.projectionLength = function (a) {
var den = a.dot(a);
if (den == 0) {
return 0;
} else {
return Math.abs(this.dot(a) / den);
}
};
/**
* The angle between two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @return {Number}
*/
Vec2.prototype.angle = function (a) {
return Math.atan2(a.x * this.y - a.y * this.x, a.x * this.x + a.y * this.y);
};
/**
* Scale this vector.
*
* @param {number} x The scaling factor in the x direction.
* @param {?number=} y The scaling factor in the y direction. If this is not specified, the x scaling factor will be used.
* @return {Vec2} This for chaining.
*/
Vec2.prototype.scale = function (x, y) {
this.x *= x;
this.y *= y || x;
return this;
};
/**
* Multiply this vector by the given scalar.
*
* @param {number} scalar
* @return {Vec2} This for chaining.
*/
Vec2.prototype.multiplyByScalar = function (scalar) {
this.x *= scalar;
this.y *= scalar;
return this;
};
/**
* Adds the given vector to this vector then multiplies by the given scalar.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {number} scalar
* @return {Vec2} This for chaining.
*/
Vec2.prototype.multiplyAddByScalar = function (a, scalar) {
this.x += a.x * scalar;
this.y += a.y * scalar;
return this;
};
/**
* Divide this vector by the given scalar.
*
* @param {number} scalar
* @return {Vec2} This for chaining.
*/
Vec2.prototype.divideByScalar = function (scalar) {
this.x /= scalar;
this.y /= scalar;
return this;
};
/**
* Reverse this vector.
*
* @return {Vec2} This for chaining.
*/
Vec2.prototype.reverse = function () {
this.x = -this.x;
this.y = -this.y;
return this;
};
/**
* Check if both the x and y of this vector equal the given value.
*
* @return {Boolean}
*/
Vec2.prototype.equals = function (value) {
return (this.x == value && this.y == value);
};
/**
* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the object.
**/
Vec2.prototype.toString = function () {
return "[{Vec2 (x=" + this.x + " y=" + this.y + ")}]";
};
return Vec2;
})();
Phaser.Vec2 = Vec2;
})(Phaser || (Phaser = {}));
-332
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@@ -1,332 +0,0 @@
/// <reference path="../_definitions.ts" />
/**
* Phaser - Vec2Utils
*
* A collection of methods useful for manipulating and performing operations on 2D vectors.
*
*/
var Phaser;
(function (Phaser) {
var Vec2Utils = (function () {
function Vec2Utils() {
}
Vec2Utils.add = /**
* Adds two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2 that is the sum of the two vectors.
*/
function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
return out.setTo(a.x + b.x, a.y + b.y);
};
Vec2Utils.subtract = /**
* Subtracts two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2 that is the difference of the two vectors.
*/
function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
return out.setTo(a.x - b.x, a.y - b.y);
};
Vec2Utils.multiply = /**
* Multiplies two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2 that is the sum of the two vectors multiplied.
*/
function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
return out.setTo(a.x * b.x, a.y * b.y);
};
Vec2Utils.divide = /**
* Divides two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2 that is the sum of the two vectors divided.
*/
function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
return out.setTo(a.x / b.x, a.y / b.y);
};
Vec2Utils.scale = /**
* Scales a 2D vector.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {number} s Scaling value.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2 that is the scaled vector.
*/
function (a, s, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
return out.setTo(a.x * s, a.y * s);
};
Vec2Utils.multiplyAdd = /**
* Adds two 2D vectors together and multiplies the result by the given scalar.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @param {number} s Scaling value.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2 that is the sum of the two vectors added and multiplied.
*/
function (a, b, s, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
return out.setTo(a.x + b.x * s, a.y + b.y * s);
};
Vec2Utils.negative = /**
* Return a negative vector.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2 that is the negative vector.
*/
function (a, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
return out.setTo(-a.x, -a.y);
};
Vec2Utils.perp = /**
* Return a perpendicular vector (90 degrees rotation)
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2 that is the scaled vector.
*/
function (a, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
return out.setTo(-a.y, a.x);
};
Vec2Utils.rperp = /**
* Return a perpendicular vector (-90 degrees rotation)
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2 that is the scaled vector.
*/
function (a, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
return out.setTo(a.y, -a.x);
};
Vec2Utils.equals = /**
* Checks if two 2D vectors are equal.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @return {Boolean}
*/
function (a, b) {
return a.x == b.x && a.y == b.y;
};
Vec2Utils.epsilonEquals = /**
*
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @param {Vec2} epsilon
* @return {Boolean}
*/
function (a, b, epsilon) {
return Math.abs(a.x - b.x) <= epsilon && Math.abs(a.y - b.y) <= epsilon;
};
Vec2Utils.distance = /**
* Get the distance between two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @return {Number}
*/
function (a, b) {
return Math.sqrt(Vec2Utils.distanceSq(a, b));
};
Vec2Utils.distanceSq = /**
* Get the distance squared between two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @return {Number}
*/
function (a, b) {
return ((a.x - b.x) * (a.x - b.x)) + ((a.y - b.y) * (a.y - b.y));
};
Vec2Utils.project = /**
* Project two 2D vectors onto another vector.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2.
*/
function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
var amt = a.dot(b) / b.lengthSq();
if (amt != 0) {
out.setTo(amt * b.x, amt * b.y);
}
return out;
};
Vec2Utils.projectUnit = /**
* Project this vector onto a vector of unit length.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2.
*/
function (a, b, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
var amt = a.dot(b);
if (amt != 0) {
out.setTo(amt * b.x, amt * b.y);
}
return out;
};
Vec2Utils.normalRightHand = /**
* Right-hand normalize (make unit length) a 2D vector.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2.
*/
function (a, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
return out.setTo(a.y * -1, a.x);
};
Vec2Utils.normalize = /**
* Normalize (make unit length) a 2D vector.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2.
*/
function (a, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
var m = a.length();
if (m != 0) {
out.setTo(a.x / m, a.y / m);
}
return out;
};
Vec2Utils.dot = /**
* The dot product of two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @return {Number}
*/
function (a, b) {
return ((a.x * b.x) + (a.y * b.y));
};
Vec2Utils.cross = /**
* The cross product of two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @return {Number}
*/
function (a, b) {
return ((a.x * b.y) - (a.y * b.x));
};
Vec2Utils.angle = /**
* The angle between two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @return {Number}
*/
function (a, b) {
return Math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y);
};
Vec2Utils.angleSq = /**
* The angle squared between two 2D vectors.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @return {Number}
*/
function (a, b) {
return a.subtract(b).angle(b.subtract(a));
};
Vec2Utils.rotateAroundOrigin = /**
* Rotate a 2D vector around the origin to the given angle (theta).
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @param {Number} theta The angle of rotation in radians.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2.
*/
function (a, b, theta, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
var x = a.x - b.x;
var y = a.y - b.y;
return out.setTo(x * Math.cos(theta) - y * Math.sin(theta) + b.x, x * Math.sin(theta) + y * Math.cos(theta) + b.y);
};
Vec2Utils.rotate = /**
* Rotate a 2D vector to the given angle (theta).
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} b Reference to a source Vec2 object.
* @param {Number} theta The angle of rotation in radians.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2.
*/
function (a, theta, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
var c = Math.cos(theta);
var s = Math.sin(theta);
return out.setTo(a.x * c - a.y * s, a.x * s + a.y * c);
};
Vec2Utils.clone = /**
* Clone a 2D vector.
*
* @param {Vec2} a Reference to a source Vec2 object.
* @param {Vec2} out The output Vec2 that is the result of the operation.
* @return {Vec2} A Vec2 that is a copy of the source Vec2.
*/
function (a, out) {
if (typeof out === "undefined") { out = new Phaser.Vec2(); }
return out.setTo(a.x, a.y);
};
return Vec2Utils;
})();
Phaser.Vec2Utils = Vec2Utils;
})(Phaser || (Phaser = {}));