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-
- <h1 class="page-title">Source: math/Math.js</h1>
-
- <section>
- <article>
- <pre class="sunlight-highlight-javascript linenums">/**
- * @author Richard Davey <rich@photonstorm.com>
- * @copyright 2014 Photon Storm Ltd.
- * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
- */
- /**
- * A collection of mathematical methods.
- *
- * @class Phaser.Math
- */
- Phaser.Math = {
- /**
- * = 2 π
- * @method Phaser.Math#PI2
- */
- PI2: Math.PI * 2,
- /**
- * Two number are fuzzyEqual if their difference is less than ε.
- * @method Phaser.Math#fuzzyEqual
- * @param {number} a
- * @param {number} b
- * @param {number} epsilon
- * @return {boolean} True if |a-b|<ε
- */
- fuzzyEqual: function (a, b, epsilon) {
- if (typeof epsilon === "undefined") { epsilon = 0.0001; }
- return Math.abs(a - b) < epsilon;
- },
- /**
- * a is fuzzyLessThan b if it is less than b + ε.
- * @method Phaser.Math#fuzzyLessThan
- * @param {number} a
- * @param {number} b
- * @param {number} epsilon
- * @return {boolean} True if a<b+ε
- */
- fuzzyLessThan: function (a, b, epsilon) {
- if (typeof epsilon === "undefined") { epsilon = 0.0001; }
- return a < b + epsilon;
- },
- /**
- * a is fuzzyGreaterThan b if it is more than b - ε.
- * @method Phaser.Math#fuzzyGreaterThan
- * @param {number} a
- * @param {number} b
- * @param {number} epsilon
- * @return {boolean} True if a>b+ε
- */
- fuzzyGreaterThan: function (a, b, epsilon) {
- if (typeof epsilon === "undefined") { epsilon = 0.0001; }
- return a > b - epsilon;
- },
- /**
- * @method Phaser.Math#fuzzyCeil
- * @param {number} val
- * @param {number} epsilon
- * @return {boolean} ceiling(val-ε)
- */
- fuzzyCeil: function (val, epsilon) {
- if (typeof epsilon === "undefined") { epsilon = 0.0001; }
- return Math.ceil(val - epsilon);
- },
- /**
- * @method Phaser.Math#fuzzyFloor
- * @param {number} val
- * @param {number} epsilon
- * @return {boolean} floor(val-ε)
- */
- fuzzyFloor: function (val, epsilon) {
- if (typeof epsilon === "undefined") { epsilon = 0.0001; }
- return Math.floor(val + epsilon);
- },
- /**
- * Averages all values passed to the function and returns the result. You can pass as many parameters as you like.
- * @method Phaser.Math#average
- * @return {number} The average of all given values.
- */
- 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;
- },
- /**
- * @method Phaser.Math#truncate
- * @param {number} n
- * @return {number}
- */
- truncate: function (n) {
- return (n > 0) ? Math.floor(n) : Math.ceil(n);
- },
- /**
- * @method Phaser.Math#shear
- * @param {number} n
- * @return {number} n mod 1
- */
- shear: function (n) {
- return n % 1;
- },
- /**
- * 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 whereas 14 will snap to 15.
- *
- * @method Phaser.Math#snapTo
- * @param {number} input - The value to snap.
- * @param {number} gap - The interval gap of the grid.
- * @param {number} [start] - Optional starting offset for gap.
- * @return {number}
- */
- 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
- *
- * @method Phaser.Math#snapToFloor
- * @param {number} input - The value to snap.
- * @param {number} gap - The interval gap of the grid.
- * @param {number} [start] - Optional starting offset for gap.
- * @return {number}
- */
- 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.
- *
- * @method Phaser.Math#snapToCeil
- * @param {number} input - The value to snap.
- * @param {number} gap - The interval gap of the grid.
- * @param {number} [start] - Optional starting offset for gap.
- * @return {number}
- */
- 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.
- * @method Phaser.Math#snapToInArray
- * @param {number} input
- * @param {array} arr
- * @param {boolean} sort - True if the array needs to be sorted.
- * @return {number}
- */
- 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;
- },
- /**
- * Round to 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
- * 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.
- *
- * @method Phaser.Math#roundTo
- * @param {number} value - The value to round.
- * @param {number} place - The place to round to.
- * @param {number} base - The base to round in... default is 10 for decimal.
- * @return {number}
- */
- 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;
- },
- /**
- * @method Phaser.Math#floorTo
- * @param {number} value - The value to round.
- * @param {number} place - The place to round to.
- * @param {number} base - The base to round in... default is 10 for decimal.
- * @return {number}
- */
- 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;
- },
- /**
- * @method Phaser.Math#ceilTo
- * @param {number} value - The value to round.
- * @param {number} place - The place to round to.
- * @param {number} base - The base to round in... default is 10 for decimal.
- * @return {number}
- */
- 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.
- * @method Phaser.Math#interpolateFloat
- * @param {number} a
- * @param {number} b
- * @param {number} weight
- * @return {number}
- */
- interpolateFloat: function (a, b, weight) {
- return (b - a) * weight + a;
- },
- /**
- * Find the angle of a segment from (x1, y1) -> (x2, y2).
- * @method Phaser.Math#angleBetween
- * @param {number} x1
- * @param {number} y1
- * @param {number} x2
- * @param {number} y2
- * @return {number}
- */
- angleBetween: function (x1, y1, x2, y2) {
- return Math.atan2(x2 - x1, y2 - y1);
- },
- /**
- * Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
- * @method Phaser.Math#angleBetweenPoints
- * @param {Phaser.Point} point1
- * @param {Phaser.Point} point2
- * @return {number}
- */
- angleBetweenPoints: function (point1, point2) {
- return Math.atan2(point2.x - point1.x, point2.y - point1.y);
- },
- /**
- * Reverses an angle.
- * @method Phaser.Math#reverseAngle
- * @param {number} angleRad - The angle to reverse, in radians.
- * @return {number} Returns the reverse angle, in radians.
- */
- reverseAngle: function (angleRad) {
- return this.normalizeAngle(angleRad + Math.PI, true);
- },
- /**
- * Normalizes an angle to the [0,2pi) range.
- * @method Phaser.Math#normalizeAngle
- * @param {number} angleRad - The angle to normalize, in radians.
- * @return {number} Returns the angle, fit within the [0,2pi] range, in radians.
- */
- normalizeAngle: function (angleRad) {
- angleRad = angleRad % (2 * Math.PI);
- return angleRad >= 0 ? angleRad : angleRad + 2 * Math.PI;
- },
- /**
- * Normalizes a latitude to the [-90,90] range. Latitudes above 90 or below -90 are capped, not wrapped.
- * @method Phaser.Math#normalizeLatitude
- * @param {number} lat - The latitude to normalize, in degrees.
- * @return {number} Returns the latitude, fit within the [-90,90] range.
- */
- normalizeLatitude: function (lat) {
- return Math.max(-90, Math.min(90, lat));
- },
- /**
- * Normalizes a longitude to the [-180,180] range. Longitudes above 180 or below -180 are wrapped.
- * @method Phaser.Math#normalizeLongitude
- * @param {number} lng - The longitude to normalize, in degrees.
- * @return {number} Returns the longitude, fit within the [-180,180] range.
- */
- normalizeLongitude: function (lng) {
- if (lng % 360 == 180)
- {
- return 180;
- }
- lng = lng % 360;
- return lng < -180 ? lng + 360 : lng > 180 ? lng - 360 : lng;
- },
- /**
- * Closest angle between two angles from a1 to a2 absolute value the return for exact angle
- * @method Phaser.Math#nearestAngleBetween
- * @param {number} a1
- * @param {number} a2
- * @param {boolean} radians - True if angle sizes are expressed in radians.
- * @return {number}
- */
- nearestAngleBetween: function (a1, a2, radians) {
- if (typeof radians === "undefined") { radians = true; }
- var rd = (radians) ? Math.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;
- },
- /**
- * Interpolate across the shortest arc between two angles.
- * @method Phaser.Math#interpolateAngles
- * @param {number} a1 - Description.
- * @param {number} a2 - Description.
- * @param {number} weight - Description.
- * @param {boolean} radians - True if angle sizes are expressed in radians.
- * @param {Description} ease - Description.
- * @return {number}
- */
- 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);
- },
- /**
- * Generate a random bool 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>
- * @method Phaser.Math#chanceRoll
- * @param {number} chance - The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).
- * @return {boolean} True if the roll passed, or false otherwise.
- */
- 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;
- }
- }
- },
- /**
- * Returns an Array containing the numbers from min to max (inclusive).
- *
- * @method Phaser.Math#numberArray
- * @param {number} min - The minimum value the array starts with.
- * @param {number} max - The maximum value the array contains.
- * @return {array} The array of number values.
- */
- numberArray: function (min, max) {
- var result = [];
- for (var i = min; i <= max; i++)
- {
- result.push(i);
- }
- return result;
- },
- /**
- * Adds the given amount to the value, but never lets the value go over the specified maximum.
- *
- * @method Phaser.Math#maxAdd
- * @param {number} value - The value to add the amount to.
- * @param {number} amount - The amount to add to the value.
- * @param {number} max- The maximum the value is allowed to be.
- * @return {number}
- */
- 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.
- *
- * @method Phaser.Math#minSub
- * @param {number} value - The base value.
- * @param {number} amount - The amount to subtract from the base value.
- * @param {number} min - The minimum the value is allowed to be.
- * @return {number} The new value.
- */
- minSub: function (value, amount, min) {
- value -= amount;
- if (value < min)
- {
- value = min;
- }
- return value;
- },
- /**
- * Ensures that the value always stays between min and max, by wrapping the value around.
- * max should be larger than min, or the function will return 0.
- *
- * @method Phaser.Math#wrap
- * @param {number} value - The value to wrap.
- * @param {number} min - The minimum the value is allowed to be.
- * @param {number} max - The maximum the value is allowed to be.
- * @return {number} The wrapped value.
- */
- wrap: function (value, min, max) {
- var range = max - min;
- if (range <= 0)
- {
- return 0;
- }
- var result = (value - min) % range;
- if (result < 0)
- {
- result += range;
- }
- return result + min;
- },
- /**
- * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
- * Values must be positive integers, and are passed through Math.abs.
- *
- * @method Phaser.Math#wrapValue
- * @param {number} value - The value to add the amount to.
- * @param {number} amount - The amount to add to the value.
- * @param {number} max - The maximum the value is allowed to be.
- * @return {number} The wrapped value.
- */
- 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.
- *
- * @method Phaser.Math#randomSign
- * @return {number} 1 or -1
- */
- randomSign: function () {
- return (Math.random() > 0.5) ? 1 : -1;
- },
- /**
- * Returns true if the number given is odd.
- *
- * @method Phaser.Math#isOdd
- * @param {number} n - The number to check.
- * @return {boolean} True if the given number is odd. False if the given number is even.
- */
- isOdd: function (n) {
- return (n & 1);
- },
- /**
- * Returns true if the number given is even.
- *
- * @method Phaser.Math#isEven
- * @param {number} n - The number to check.
- * @return {boolean} True if the given number is even. False if the given number is odd.
- */
- isEven: function (n) {
- if (n & 1)
- {
- return false;
- }
- else
- {
- return true;
- }
- },
- /**
- * Updated version of Math.min that can be passed either an array of numbers or the numbers as parameters.
- * See http://jsperf.com/math-s-min-max-vs-homemade/5
- *
- * @method Phaser.Math#min
- * @return {number} The lowest value from those given.
- */
- min: function () {
- if (arguments.length === 1 && typeof arguments[0] === 'object')
- {
- var data = arguments[0];
- }
- else
- {
- var data = arguments;
- }
- for (var i = 1, min = 0, len = data.length; i < len; i++)
- {
- if (data[i] < data[min])
- {
- min = i;
- }
- }
- return data[min];
- },
- /**
- * Updated version of Math.max that can be passed either an array of numbers or the numbers as parameters.
- *
- * @method Phaser.Math#max
- * @return {number} The largest value from those given.
- */
- max: function () {
- if (arguments.length === 1 && typeof arguments[0] === 'object')
- {
- var data = arguments[0];
- }
- else
- {
- var data = arguments;
- }
- for (var i = 1, max = 0, len = data.length; i < len; i++)
- {
- if (data[i] > data[max])
- {
- max = i;
- }
- }
- return data[max];
- },
- /**
- * Updated version of Math.min that can be passed a property and either an array of objects or the objects as parameters.
- * It will find the lowest matching property value from the given objects.
- *
- * @method Phaser.Math#minProperty
- * @return {number} The lowest value from those given.
- */
- minProperty: function (property) {
- if (arguments.length === 2 && typeof arguments[1] === 'object')
- {
- var data = arguments[1];
- }
- else
- {
- var data = arguments.slice(1);
- }
- for (var i = 1, min = 0, len = data.length; i < len; i++)
- {
- if (data[i][property] < data[min][property])
- {
- min = i;
- }
- }
- return data[min][property];
- },
- /**
- * Updated version of Math.max that can be passed a property and either an array of objects or the objects as parameters.
- * It will find the largest matching property value from the given objects.
- *
- * @method Phaser.Math#maxProperty
- * @return {number} The largest value from those given.
- */
- maxProperty: function (property) {
- if (arguments.length === 2 && typeof arguments[1] === 'object')
- {
- var data = arguments[1];
- }
- else
- {
- var data = arguments.slice(1);
- }
- for (var i = 1, max = 0, len = data.length; i < len; i++)
- {
- if (data[i][property] > data[max][property])
- {
- max = i;
- }
- }
- return data[max][property];
- },
- /**
- * 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.
- *
- * @method Phaser.Math#wrapAngle
- * @param {number} angle - The angle value to check
- * @param {boolean} radians - True if angle sizes are expressed in radians.
- * @return {number} The new angle value, returns the same as the input angle if it was within bounds.
- */
- wrapAngle: function (angle, radians) {
- var radianFactor = (radians) ? Math.PI / 180 : 1;
- return this.wrap(angle, -180 * radianFactor, 180 * radianFactor);
- },
- /**
- * Keeps an angle value between the given min and max values.
- *
- * @method Phaser.Math#angleLimit
- * @param {number} angle - The angle value to check. Must be between -180 and +180.
- * @param {number} min - The minimum angle that is allowed (must be -180 or greater).
- * @param {number} max - The maximum angle that is allowed (must be 180 or less).
- * @return {number} The new angle value, returns the same as the input angle if it was within bounds
- */
- angleLimit: function (angle, min, max) {
- var result = angle;
- if (angle > max)
- {
- result = max;
- }
- else if (angle < min)
- {
- result = min;
- }
- return result;
- },
- /**
- * A Linear Interpolation Method, mostly used by Phaser.Tween.
- * @method Phaser.Math#linearInterpolation
- * @param {number} v
- * @param {number} k
- * @return {number}
- */
- 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);
- },
- /**
- * A Bezier Interpolation Method, mostly used by Phaser.Tween.
- * @method Phaser.Math#bezierInterpolation
- * @param {number} v
- * @param {number} k
- * @return {number}
- */
- 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;
- },
- /**
- * A Catmull Rom Interpolation Method, mostly used by Phaser.Tween.
- * @method Phaser.Math#catmullRomInterpolation
- * @param {number} v
- * @param {number} k
- * @return {number}
- */
- 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);
- }
- },
- /**
- * Description.
- * @method Phaser.Math#Linear
- * @param {number} p0
- * @param {number} p1
- * @param {number} t
- * @return {number}
- */
- linear: function (p0, p1, t) {
- return (p1 - p0) * t + p0;
- },
- /**
- * @method Phaser.Math#bernstein
- * @param {number} n
- * @param {number} i
- * @return {number}
- */
- bernstein: function (n, i) {
- return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
- },
- /**
- * Description.
- * @method Phaser.Math#catmullRom
- * @param {number} p0
- * @param {number} p1
- * @param {number} p2
- * @param {number} p3
- * @param {number} t
- * @return {number}
- */
- 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;
- },
- /**
- * @method Phaser.Math#difference
- * @param {number} a
- * @param {number} b
- * @return {number}
- */
- 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.
- *
- * @method Phaser.Math#getRandom
- * @param {array} objects - An array of objects.
- * @param {number} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
- * @param {number} length - Optional restriction on the number of values you want to randomly select from.
- * @return {object} The random object that was selected.
- */
- 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;
- },
- /**
- * Removes a random object from the given array and returns it.
- * Will return null if random selection is missing, or array has no entries.
- *
- * @method Phaser.Math#removeRandom
- * @param {array} objects - An array of objects.
- * @param {number} startIndex - Optional offset off the front of the array. Default value is 0, or the beginning of the array.
- * @param {number} length - Optional restriction on the number of values you want to randomly select from.
- * @return {object} The random object that was removed.
- */
- removeRandom: 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)
- {
- var idx = startIndex + Math.floor(Math.random() * l);
- var removed = objects.splice(idx, 1);
- return removed[0];
- }
- }
- return null;
- },
- /**
- * Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2.
- *
- * @method Phaser.Math#floor
- * @param {number} Value Any number.
- * @return {number} The rounded value of that number.
- */
- 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.
- *
- * @method Phaser.Math#ceil
- * @param {number} value - Any number.
- * @return {number} The rounded value of that number.
- */
- 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>
- * @method Phaser.Math#sinCosGenerator
- * @param {number} length - The length of the wave
- * @param {number} 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 {number} 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 {number} frequency - The frequency of the sine and cosine table data
- * @return {Array} Returns the sine table
- */
- 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;
- var cosTable = [];
- var sinTable = [];
- for (var c = 0; c < length; c++) {
- cos -= sin * frq;
- sin += cos * frq;
- cosTable[c] = cos;
- sinTable[c] = sin;
- }
- return { sin: sinTable, cos: cosTable, length: length };
- },
- /**
- * Removes the top element from the stack and re-inserts it onto the bottom, then returns it.
- * The original stack is modified in the process. This effectively moves the position of the data from the start to the end of the table.
- *
- * @method Phaser.Math#shift
- * @param {array} stack - The array to shift.
- * @return {any} The shifted value.
- */
- shift: function (stack) {
- var s = stack.shift();
- stack.push(s);
- return s;
- },
- /**
- * Shuffles the data in the given array into a new order
- * @method Phaser.Math#shuffleArray
- * @param {array} array - The array to shuffle
- * @return {array} The array
- */
- 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 between the two given set of coordinates.
- *
- * @method Phaser.Math#distance
- * @param {number} x1
- * @param {number} y1
- * @param {number} x2
- * @param {number} y2
- * @return {number} The distance between the two sets of coordinates.
- */
- distance: function (x1, y1, x2, y2) {
- var dx = x1 - x2;
- var dy = y1 - y2;
- return Math.sqrt(dx * dx + dy * dy);
- },
- /**
- * Returns the distance between the two given set of coordinates at the power given.
- *
- * @method Phaser.Math#distancePow
- * @param {number} x1
- * @param {number} y1
- * @param {number} x2
- * @param {number} y2
- * @param {number} [pow=2]
- * @return {number} The distance between the two sets of coordinates.
- */
- distancePow: function (x1, y1, x2, y2, pow) {
- if (typeof pow === 'undefined') { pow = 2; }
- return Math.sqrt(Math.pow(x2 - x1, pow) + Math.pow(y2 - y1, pow));
- },
- /**
- * Returns the rounded distance between the two given set of coordinates.
- *
- * @method Phaser.Math#distanceRounded
- * @param {number} x1
- * @param {number} y1
- * @param {number} x2
- * @param {number} y2
- * @return {number} The distance between this Point object and the destination Point object.
- */
- distanceRounded: function (x1, y1, x2, y2) {
- return Math.round(Phaser.Math.distance(x1, y1, x2, y2));
- },
- /**
- * Force a value within the boundaries of two values.
- * Clamp value to range <a, b>
- *
- * @method Phaser.Math#clamp
- * @param {number} x
- * @param {number} a
- * @param {number} b
- * @return {number}
- */
- clamp: function ( x, a, b ) {
- return ( x < a ) ? a : ( ( x > b ) ? b : x );
- },
- /**
- * Clamp value to range <a, inf).
- *
- * @method Phaser.Math#clampBottom
- * @param {number} x
- * @param {number} a
- * @return {number}
- */
- clampBottom: function ( x, a ) {
- return x < a ? a : x;
- },
- /**
- * Checks if two values are within the given tolerance of each other.
- *
- * @method Phaser.Math#within
- * @param {number} a - The first number to check
- * @param {number} b - The second number to check
- * @param {number} tolerance - The tolerance. Anything equal to or less than this is considered within the range.
- * @return {boolean} True if a is <= tolerance of b.
- */
- within: function ( a, b, tolerance ) {
- return (Math.abs(a - b) <= tolerance);
- },
- /**
- * Linear mapping from range <a1, a2> to range <b1, b2>
- *
- * @method Phaser.Math#mapLinear
- * @param {number} x the value to map
- * @param {number} a1 first endpoint of the range <a1, a2>
- * @param {number} a2 final endpoint of the range <a1, a2>
- * @param {number} b1 first endpoint of the range <b1, b2>
- * @param {number} b2 final endpoint of the range <b1, b2>
- * @return {number}
- */
- mapLinear: function ( x, a1, a2, b1, b2 ) {
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
- },
- /**
- * Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
- *
- * @method Phaser.Math#smoothstep
- * @param {number} x
- * @param {number} min
- * @param {number} max
- * @return {number}
- */
- smoothstep: function ( x, min, max ) {
- if (x <= min)
- {
- return 0;
- }
- if (x >= max)
- {
- return 1;
- }
- x = (x - min) / (max - min);
- return x * x * (3 - 2 * x);
- },
- /**
- * Smootherstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
- *
- * @method Phaser.Math#smootherstep
- * @param {number} x
- * @param {number} min
- * @param {number} max
- * @return {number}
- */
- smootherstep: function ( x, min, max ) {
- if (x <= min)
- {
- return 0;
- }
- if (x >= max)
- {
- return 1;
- }
- x = (x - min) / (max - min);
- return x * x * x * (x * (x * 6 - 15) + 10);
- },
- /**
- * A value representing the sign of the value.
- * -1 for negative, +1 for positive, 0 if value is 0
- *
- * @method Phaser.Math#sign
- * @param {number} x
- * @return {number}
- */
- sign: function ( x ) {
- return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
- },
- /**
- * Convert degrees to radians.
- *
- * @method Phaser.Math#degToRad
- * @return {function}
- */
- degToRad: (function() {
- var degreeToRadiansFactor = Math.PI / 180;
- return function ( degrees ) {
- return degrees * degreeToRadiansFactor;
- };
- }()),
- /**
- * Convert degrees to radians.
- *
- * @method Phaser.Math#radToDeg
- * @return {function}
- */
- radToDeg: (function() {
- var radianToDegreesFactor = 180 / Math.PI;
- return function ( radians ) {
- return radians * radianToDegreesFactor;
- };
- }())
- };
- </pre>
- </article>
- </section>
- </div>
- <div class="clearfix"></div>
- <footer>
- …
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