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Vector2
=======
Vector2 is a vector in 2D space. A vector is a mathematical object that has direction and length, usually represented by an arrow. A Vector2 can also be represented by a pair of *(x,y)* coordinates.
In SurgeScript, vectors are immutable. Once created, you can't change their coordinates directly. In order to bring about change (say, in the position of an [entity](/engine/entity)), you need to create a new vector.
Vector2 objects have been designed in such a way that their functions make them chainable. You can compose different vector operations using english-based terms, as in the example below:
*Example*
```
using SurgeEngine.Player;
using SurgeEngine.Vector2;
...
player = Player.active;
...
l = Vector2(6, 8).scaledBy(0.5).length; // number five
u = Vector2.right.rotatedBy(45).scaledBy(2); // a vector
v = player.transform.position.translatedBy(5,0); // a vector
...
```
*Note:* In Open Surge, the x-axis grows to the right of the screen and the y-axis grows downwards, as in many other 2D games and software.
Factory
-------
#### Vector2
`Vector2(x, y)`
Spawns a 2D vector with the given coordinates.
*Arguments*
* `x`: number. The x-coordinate of the vector.
* `y`: number. The y-coordinate of the vector.
*Returns*
A Vector2 object.
*Example*
```
using SurgeEngine.Vector2;
using SurgeEngine.Player;
// This entity will lock the player on position (100, 100)
object "PlayerLocker" is "entity", "awake"
{
pos = Vector2(100, 100);
state "main"
{
player = Player.active;
player.transform.position = pos;
}
}
```
#### Vector2.up
`Vector2.up`
The unit up vector.
*Returns*
Returns the up vector of length 1.
#### Vector2.right
`Vector2.right`
The unit right vector.
*Returns*
Returns the right vector of length 1.
#### Vector2.down
`Vector2.down`
The unit down vector.
*Returns*
Returns the down vector of length 1.
#### Vector2.left
`Vector2.left`
The unit left vector.
*Returns*
Returns the left vector of length 1.
#### Vector2.zero
`Vector2.zero`
The zero vector.
*Returns*
Returns the (0,0) vector.
Properties
----------
#### x
`x`: number, read-only.
The x-coordinate of the vector.
#### y
`y`: number, read-only.
The y-coordinate of the vector.
#### length
`length`: number, read-only.
The length of the vector.
#### angle
`angle`: number, read-only.
The angle, in degrees, between the vector and the positive x-axis (as in polar coordinates).
Functions
---------
#### plus
`plus(v)`
Returns a Vector2 corresponding to the addition between `this` and `v`.
*Arguments*
* `v`: Vector2 object.
*Returns*
Returns a Vector2 object corresponding to the result of the operation.
*Example*
```
a = Vector2(3, 1);
b = Vector2(2, 1);
c = a.plus(b); // c = (5,2)
```
#### minus
`minus(v)`
Returns a Vector2 corresponding to the subtraction between `this` and `v`.
*Arguments*
* `v`: Vector2 object.
*Returns*
Returns a Vector2 object corresponding to the result of the operation.
*Example*
```
v = Vector2(5, 5);
zero = v.minus(v); // zero = (0,0)
```
#### dot
`dot(v)`
Returns the dot product between `this` and `v`.
*Arguments*
* `v`: Vector2 object.
*Returns*
Returns a number: the dot product between `this` and `v`.
#### normalized
`normalized()`
Returns a normalized copy of `this`: the new vector will have length one.
*Returns*
Returns a Vector2 object corresponding to the result of the operation.
#### directionTo
`directionTo(v)`
Returns a unit vector pointing to `v` (from `this`).
*Arguments*
* `v`: Vector2 object.
*Returns*
Returns a Vector2 of length one corresponding to the result of the operation.
#### distanceTo
`distanceTo(v)`
Considering `this` and `v` as points in space, this function returns the distance between them.
*Arguments*
* `v`: Vector2 object.
*Returns*
Returns a number corresponding to the specified distance.
*Example*
```
using SurgeEngine.Transform;
using SurgeEngine.Player;
// This entity will show the distance between
// itself and the active player
object "DistanceDebugger" is "entity", "awake"
{
transform = Transform();
state "main"
{
player = Player.active;
playerpos = player.transform.position;
distance = transform.position.distanceTo(playerpos);
Console.print(distance);
}
}
```
#### translatedBy
`translatedBy(dx,dy)`
Returns a copy of `this` translated by `(dx,dy)`.
*Arguments*
* `dx`: number. The offset to be added to the x-coordinate.
* `dy`: number. The offset to be added to the y-coordinate.
*Returns*
Returns a Vector2 object corresponding to the result of the operation.
*Example*
```
using SurgeEngine.Vector2;
...
one = Vector2(1,1);
v = one.translatedBy(4,5); // (5,6)
```
#### rotatedBy
`rotatedBy(deg)`
Returns a copy of `this` rotated counterclockwise by `deg` degrees.
*Arguments*
* `deg`: number. The amount of degrees used on the rotation.
*Returns*
Returns a Vector2 object corresponding to the result of the operation.
*Example*
```
using SurgeEngine.Vector2;
...
// A unit vector with an angle of 45 degrees
// (relative to the positive x-axis)
v = Vector2.right.rotatedBy(45);
```
*Note:* in Open Surge, the y-axis grows downwards. As an example, [Vector2.right](#vector2right) (1,0) rotated counterclockwise by 90 degrees will be the same as [Vector2.up](#vector2up) (0,-1). In addition, to rotate a Vector2 by `deg` degrees clockwise you may rotate it by `-deg` degrees counterclockwise.
#### scaledBy
`scaledBy(s)`
Returns a copy of `this` scaled by `s`. The length of the resulting vector will be the length of `this` multiplied by `s`.
*Arguments*
* `s`: number. The multiplier.
*Returns*
Returns a Vector2 object corresponding to the result of the operation.
*Example*
```
using SurgeEngine.Vector2;
...
one = Vector2(1,1);
two = one.scaledBy(2); // (2,2)
half = one.scaledBy(0.5); // (0.5,0.5)
```
#### projectedOn
`projectedOn(v)`
Returns a copy of `this` projected on nonzero vector `v`.
*Arguments*
* `v`: Vector2 object.
*Returns*
Returns a Vector2 object corresponding to the result of the operation.
#### toString
`toString()`
Converts the vector to a string.
*Returns*
Returns a string containing the coordinates of `this`.
*Example*
```
using SurgeEngine.Vector2;
...
one = Vector2(1,1);
Console.print(one); // using toString() implicitly
```
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