xyrix Posted December 14, 2013 Report Share Posted December 14, 2013 I found this function in the code and one of the following things is true:* the docs are misleading* this function is wrong* I'm being thick Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) { asDegrees = asDegrees || false; distance = distance || null; if (asDegrees) { angle = Phaser.Math.degToRad(angle); } // Get distance from origin (cx/cy) to this point if (distance === null) { distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y))); } return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle)); }; From the description in the docs, I expected the point (a.x, a.y) to be rotated around (x, y) by angle.More explicitly, something like: // Castif (asDegrees) angle = Phaser.Math.degToRad(angle); // Translate so the rotation is about the originvar tx = a.x - x;var ty = a.y - y; // Rotatereturn a.setTo(Math.cos(angle) * tx - Math.sin(angle) * ty + x, Math.sin(angle) * tx + Math.cos(angle) * ty + y); That said, I don't know what the "distance" parameter is supposed to be doing, so I've probably just misunderstood this function :-/. Edit: and to all of those doing the Ludum Dare (like I am), I hope you're having as much fun as me :-D! Phaser is really making this a smooth experience - loving it so far . Link to comment Share on other sites More sharing options...
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