new Vector2(x, y, z)
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
x |
Float |
<optional> |
0 | |
y |
Float |
<optional> |
0 | |
z |
Float |
<optional> |
0 |
- Source:
Example
var pos = new DE.Vector2( 150, 100 );
Members
-
<private, static> _cosAngle :Float
-
store cosinus
Type:
- Float
- Source:
-
<private, static> _sinAngle :Float
-
store sinus
Type:
- Float
- Source:
-
<static> this.rotation :Float
-
current rotation, between 0 and 2PI
Type:
- Float
- Source:
-
<static> this.x :Float
-
Type:
- Float
- Source:
-
<static> this.y :Float
-
Type:
- Float
- Source:
-
<static> this.z :Float
-
Type:
- Float
- Source:
Methods
-
<static> this.dotProduct(a, b) → {Float}
-
return the dotProduct between two Vector
See wikipedia dot product for more informationsParameters:
Name Type Description a
Vector2 first vector2
b
Vector2 second vector2
- Source:
Returns:
dotProduct result
- Type
- Float
-
<static> this.getAngle(a, b) → {Float}
-
return the angle (radians) between two vector2
Parameters:
Name Type Description a
Vector2 first vector2
b
Vector2 second vector2
- Source:
Returns:
angle result
- Type
- Float
-
<static> this.getHarmonics(rotation) → {Harmonics}
-
return the harmonics value
can pass a rotation to get harmonics with this rotationParameters:
Name Type Argument Description rotation
Float <optional>
used by gameObjects in getPos and other
- Source:
Returns:
harmonics (cosinus and sinus)
- Type
- Harmonics
-
<static> this.getVector(a, b) → {Vector2}
-
return the Vector between two Vector2
Parameters:
Name Type Description a
Vector2 first vector2
b
Vector2 second vector2
- Source:
Returns:
this current instance
- Type
- Vector2
-
<static> this.isInRangeFrom(other, range) → {Boolean}
-
trigger a circle collision with an other Vector and a range
Parameters:
Name Type Description other
Vector2 range
Float - Source:
Returns:
isInRange result
- Type
- Boolean
-
<static> this.multiply(coef) → {Vector2}
-
multiply this vector with coef
Parameters:
Name Type Description coef
Float - Source:
Returns:
this current instance
- Type
- Vector2
-
<static> this.normalize() → {Vector2}
-
change the vector length to 1 (check wikipedia normalize if you want know more about)
- Source:
Returns:
this current instance
- Type
- Vector2
-
<static> this.rotate(angle, ignoreDelta) → {Float}
-
apply the given angle to rotation
Parameters:
Name Type Argument Description angle
Float rotation value
ignoreDelta
Boolean <optional>
if you want to prevent deltaTime adjustment
- Source:
Returns:
this.rotation current rotation
- Type
- Float
-
<static> this.setPosition(Vector2) → {Vector2}
-
set precise position
Parameters:
Name Type Description Vector2
Vector2 | Float or x
- Source:
Returns:
this current instance
- Type
- Vector2
-
<static> this.setRotation(newAngle) → {Float}
-
set precise rotation
Parameters:
Name Type Description newAngle
Float - Source:
Returns:
this.rotation current rotation
- Type
- Float
-
<static> this.translate(vector2, absolute, ignoreDelta) → {Vector2}
-
move position along the given Vector2
Parameters:
Name Type Argument Description vector2
Vector2 vector to translate along
absolute
Boolean if absolute, translation will ignore current rotation
ignoreDelta
Boolean <optional>
if you want to prevent deltaTime adjustment
- Source:
Returns:
this current instance
- Type
- Vector2