Initial commit for rewrite

rewrite
Sven Slootweg 11 years ago
parent bbf8d7f3d6
commit 7839380419

@ -1,224 +0,0 @@
/* Thanks to http://phrogz.net/js/classes/OOPinJS2.html */
Function.prototype.inheritsFrom = function(parentObject)
{
if(parentObject.constructor == Function)
{
/* Normal Inheritance */
this.prototype = new parentObject;
this.prototype.constructor = this;
this.prototype.parent = parentObject.prototype;
}
else
{
/* Pure Virtual Inheritance */
this.prototype = parentObject;
this.prototype.constructor = this;
this.prototype.parent = parentObject;
}
return this;
}
/*Class*/ RadiumEngine = function()
{
this.version = "1.0";
var /*Exception*/ Exception = this.Exception = function(message)
{
this.message = message;
}
var /*Exception*/ Warning = this.Warning = function(message)
{
this.message = message;
}
var /*Exception*/ ResourceException = this.ResourceException = function(message, resource, action)
{
this.resource = resource;
this.message = message;
this.action = action;
}
ResourceException.inheritsFrom(Exception);
var /*Exception*/ ResourceWarning = this.ResourceWarning = function(message, resource, action)
{
this.resource = resource;
this.message = message;
this.action = action;
}
ResourceWarning.inheritsFrom(Warning);
var /*Class*/ Player = this.Player = function()
{
this.credits = 0; /* Integer */
this.health = 1; /* Fraction */
this.resources = {}; /* Associative array -> Resource */
this.InitializeResource = function(resource, negative_allowed, min, max)
{
var resource_object = new Resource();
resource_object.name = resource;
if(negative_allowed !== undefined)
{
resource_object.negative_allowed = negative_allowed;
}
if(min !== undefined)
{
resource_object.minimum = min;
}
if(min !== undefined)
{
resource_object.maximum = max;
}
if(min != null && min > 0)
{
/* Set current amount of units to minimum boundary. */
resource_object.value = min;
}
this.resources[resource] = resource_object;
}
this.TakeResource = function(resource, amount)
{
if(this.resources[resource])
{
resource_object = this.resources[resource];
if(resource_object.value - amount < 0 && resource_object.negative_allowed == false)
{
throw new ResourceException("There are not enough units of this resource available.", resource, "take");
}
else if(resource_object.minimum != null && resource_object.value - amount < resource_object.minimum)
{
throw new ResourceException("Taking away this many units will violate the lower resource boundary.", resource, "take");
}
else
{
resource_object.value -= amount;
}
}
else
{
throw new ResourceException("This resource does not exist.", resource, "take");
}
}
this.GiveResource = function(resource, amount)
{
if(this.resources[resource])
{
resource_object = this.resources[resource];
if(resource_object.maximum != null && resource_object.value + amount > resource_object.maximum)
{
resource_object.value = resource_object.maximum;
throw new ResourceWarning("The upper boundary of the resource was reached.", resource, "give");
}
else
{
resource_object.value += amount;
}
}
else
{
throw new ResourceException("This resource does not exist.", resource, "give");
}
}
this.SetResource = function(resource, amount)
{
if(this.resources[resource])
{
resource_object = this.resources[resource];
if(resource_object.minimum != null && amount < resource_object.minimum)
{
throw new ResourceException("The specified amount is lower than the lower boundary of the resource.", resource, "set");
}
else if(resource_object.maximum != null && amount > resource_object.maximum)
{
throw new ResourceException("The specified amount is lower than the lower boundary of the resource.", resource, "set");
}
else if(resource_object.negative_allowed === false && amount < 0)
{
throw new ResourceException("This resource cannot be set to a negative amount.", resource, "set");
}
else
{
resource_object.value = amount;
}
}
else
{
throw new ResourceException("This resource does not exist.", resource, "set");
}
}
}
var /*Class*/ Resource = this.Resource = function()
{
this.name = "Unnamed resource";
this.negative_allowed = false;
this.minimum = null;
this.maximum = null;
this.value = 0;
}
var /*Static Class*/ Point = RadiumEngine.Point = function(x, y)
{
this.x = x;
this.y = y;
this.Add = function()
{
var new_point = new RadiumEngine.Point(this.x, this.y);
for (i in arguments)
{
new_point.x += arguments[i].x;
new_point.y += arguments[i].y;
}
return new_point;
}
this.Subtract = function()
{
var new_point = new RadiumEngine.Point(this.x, this.y);
for (i in arguments)
{
new_point.x -= arguments[i].x;
new_point.y -= arguments[i].y;
}
return new_point;
}
}
var /*Static*/ point_distance = RadiumEngine.point_distance = function(x1, y1, x2, y2)
{
var xL = x1 - x2;
var yL = y1 - y2;
return Math.sqrt((xL * xL) + (yL * yL));
}
RadiumEngine.dot_product = function(a, b)
{
var n = 0;
var lim = Math.min(a.length, b.length);
for (var i = 0; i < lim; i++)
{
n += a[i] * b[i];
}
return n;
}
}

@ -0,0 +1,168 @@
<!doctype html>
<html>
<head>
<style>
body {
background-color: #F5F5F5;
font-family: sans-serif;
margin-right: 40px;
}
h2, h3, h4, h5, h6, h7
{
margin-top: 16px;
margin-bottom: 4px;
}
.children { padding-left: 40px; }
.definition
{
font-weight: bold;
margin-bottom: 32px;
}
.example
{
padding: 5px 6px;
font-weight: bold;
font-size: 15px;
background-color: #E6E6E6;
margin-top: 11px;
}
.example > .children
{
padding-top: 11px;
padding-left: 10px;
}
.example > .children > h7
{
font-size: 13px;
}
h7
{
font-size: 14px;
font-weight: bold;
margin-bottom: 2px;
}
pre
{
margin-top: 0px;
padding: 6px 7px;
background-color: #D9D9D9;
font-weight: normal;
font-size: 13px;
}
dl
{
margin: 5px 0px;
}
dt
{
font-weight: bold;
}
dd
{
font-size: 14px;
font-weight: normal;
margin-left: 8px;
}
dd > .children
{
font-size: 95%;
}
dd > .children > dl > dd
{
margin-left: 13px;
}
.exclamation
{
padding: 7px 8px;
margin: 11px 0px;
background-color: #FFE9AA;
border: 1px solid yellow;
font-size: 15px;
font-weight: normal;
}
.text
{
font-size: 15px;
font-weight: normal;
margin-bottom: 14px;
margin-top: 10px;
}
.toc
{
border: 1px solid gray;
background-color: #E6E6E6;
padding: 8px 9px;
font-size: 15px;
margin-bottom: 12px;
}
.toc h2
{
margin: 0px 0px 3px 0px;
font-size: 19px;
}
.toc ul
{
margin-top: 0px;
margin-bottom: 0px;
padding-left: 25px;
}
.toc li
{
margin-bottom: 2px;
}
.toc .alternatives
{
font-size: 12px;
}
.toc a
{
color: #292722;
}
.toc a:hover
{
color: black;
}
.fixed
{
font-family: monospace;
background-color: white;
padding: 1px 4px;
border: 1px solid silver;
border-radius: 4px;
}
</style>
</head>
<body>
<div class="children"><h1>Engine.Draw</h1><div class="text">The Draw library provides functions to draw shapes, text, and sprites on a scene.</div><div class="toc"><h2>Table of contents</h2><ul><li><a href="#Engine_Draw_Linex1y1x2y2options">Engine.Draw.Line(x1, y1, x2, y2, options)</a> Draws a line. </li><li><a href="#Engine_Draw_Rectanglex1y1x2y2options">Engine.Draw.Rectangle(x1, y1, x2, y2, options)</a> Draws a rectangle. </li></ul></div><div class="definition"><a name="Engine_Draw_Linex1y1x2y2options">Engine.Draw.Line(<em>x1</em>, <em>y1</em>, <em>x2</em>, <em>y2</em>, <em>options</em>) <div class="children"><div class="text">Draws a line.</div><dl><dt>x1</dt><dd>The X coordinate of the starting position.<div class="children"></div></dd></dl><dl><dt>y1</dt><dd>The Y coordinate of the starting position.<div class="children"></div></dd></dl><dl><dt>x2</dt><dd>The X coordinate of the ending position.<div class="children"></div></dd></dl><dl><dt>y2</dt><dd>The Y coordinate of the ending position.<div class="children"></div></dd></dl><dl><dt>options</dt><dd><em>Optional.</em> Options for drawing the line.<div class="children"><dl><dt>width</dt><dd>Width of the line in pixels.<div class="children"></div></dd></dl><dl><dt>color</dt><dd>The line <a href="../drawing.html">color</a>.<div class="children"></div></dd></dl><dl><dt>cap</dt><dd>The type of <a href="../drawing.html">line cap</a>.<div class="children"></div></dd></dl><dl><dt>alpha</dt><dd>The alpha value of the line.<div class="children"></div></dd></dl></div></dd></dl><div class="example">Example: Draw a blue line <div class="children"><h7>Code:</h7><pre class="code">Engine.Draw.Line(10, 10, 120, 120, {
color: "blue"
});</pre></div></div></div></a></div><div class="definition"><a name="Engine_Draw_Rectanglex1y1x2y2options">Engine.Draw.Rectangle(<em>x1</em>, <em>y1</em>, <em>x2</em>, <em>y2</em>, <em>options</em>) <div class="children"><div class="text">Draws a rectangle.</div><dl><dt>x1</dt><dd>The X coordinate of the top left corner.<div class="children"></div></dd></dl><dl><dt>y1</dt><dd>The Y coordinate of the top left corner.<div class="children"></div></dd></dl><dl><dt>x2</dt><dd>The X coordinate of the right bottom corner.<div class="children"></div></dd></dl><dl><dt>y2</dt><dd>The Y coordinate of the right bottom corner.<div class="children"></div></dd></dl><dl><dt>options</dt><dd><em>Optional.</em> Options for drawing the rectangle.<div class="children"><dl><dt>width</dt><dd>Width of the outline in pixels.<div class="children"></div></dd></dl><dl><dt>linecolor</dt><dd>The <a href="../drawing.html">color</a> of the outline.<div class="children"></div></dd></dl><dl><dt>cap</dt><dd>The type <a href="../drawing.html">line cap</a> for the outline.<div class="children"></div></dd></dl><dl><dt>rx</dt><dd>The horizontal radius of the corners of the rectangle.<div class="children"></div></dd></dl><dl><dt>ry</dt><dd>The vertical radius of the corners of the rectangle.<div class="children"></div></dd></dl><dl><dt>radius</dt><dd>A short-hand option that sets both <span class="fixed">rx</span> and <span class="fixed">ry</span>.<div class="children"></div></dd></dl><dl><dt>color</dt><dd>The fill color of the rectangle.<div class="children"></div></dd></dl><dl><dt>alpha</dt><dd>The alpha value of the rectangle.<div class="children"></div></dd></dl></div></dd></dl><div class="example">Example: Draw a blue rectangle with a yellow outline, rounded borders and at 70% opacity <div class="children"><h7>Code:</h7><pre class="code">Engine.Draw.Rectangle(20, 30, 150, 180, {
linecolor: "yellow",
color: "blue",
radius: 8,
alpha: 0.7
});</pre></div></div></div></a></div></div>
</body>
</html>

@ -0,0 +1,94 @@
# Engine.Draw
The Draw library provides functions to draw shapes, text, and sprites on a scene.
{TOC}
^ Engine.Draw.Line(**x1**, **y1**, **x2**, **y2**, **options**)
Draws a line.
x1::
The X coordinate of the starting position.
y1::
The Y coordinate of the starting position.
x2::
The X coordinate of the ending position.
y2::
The Y coordinate of the ending position.
options::
**Optional.** Options for drawing the line.
width::
Width of the line in pixels.
color::
The line {>../drawing}(color).
cap::
The type of {>../drawing}(line cap).
alpha::
The alpha value of the line.
@ Draw a blue line
$ Engine.Draw.Line(10, 10, 120, 120, {
color: "blue"
});
^ Engine.Draw.Rectangle(**x1**, **y1**, **x2**, **y2**, **options**)
Draws a rectangle.
x1::
The X coordinate of the top left corner.
y1::
The Y coordinate of the top left corner.
x2::
The X coordinate of the right bottom corner.
y2::
The Y coordinate of the right bottom corner.
options::
**Optional.** Options for drawing the rectangle.
width::
Width of the outline in pixels.
linecolor::
The {>../drawing}(color) of the outline.
cap::
The type {>../drawing}(line cap) for the outline.
rx::
The horizontal radius of the corners of the rectangle.
ry::
The vertical radius of the corners of the rectangle.
radius::
A short-hand option that sets both `rx` and `ry`.
color::
The fill color of the rectangle.
alpha::
The alpha value of the rectangle.
@ Draw a blue rectangle with a yellow outline, rounded borders and at 70% opacity
$ Engine.Draw.Rectangle(20, 30, 150, 180, {
linecolor: "yellow",
color: "blue",
radius: 8,
alpha: 0.7
});

@ -0,0 +1,162 @@
<!doctype html>
<html>
<head>
<style>
body {
background-color: #F5F5F5;
font-family: sans-serif;
margin-right: 40px;
}
h2, h3, h4, h5, h6, h7
{
margin-top: 16px;
margin-bottom: 4px;
}
.children { padding-left: 40px; }
.definition
{
font-weight: bold;
margin-bottom: 32px;
}
.example
{
padding: 5px 6px;
font-weight: bold;
font-size: 15px;
background-color: #E6E6E6;
margin-top: 11px;
}
.example > .children
{
padding-top: 11px;
padding-left: 10px;
}
.example > .children > h7
{
font-size: 13px;
}
h7
{
font-size: 14px;
font-weight: bold;
margin-bottom: 2px;
}
pre
{
margin-top: 0px;
padding: 6px 7px;
background-color: #D9D9D9;
font-weight: normal;
font-size: 13px;
}
dl
{
margin: 5px 0px;
}
dt
{
font-weight: bold;
}
dd
{
font-size: 14px;
font-weight: normal;
margin-left: 8px;
}
dd > .children
{
font-size: 95%;
}
dd > .children > dl > dd
{
margin-left: 13px;
}
.exclamation
{
padding: 7px 8px;
margin: 11px 0px;
background-color: #FFE9AA;
border: 1px solid yellow;
font-size: 15px;
font-weight: normal;
}
.text
{
font-size: 15px;
font-weight: normal;
margin-bottom: 14px;
margin-top: 10px;
}
.toc
{
border: 1px solid gray;
background-color: #E6E6E6;
padding: 8px 9px;
font-size: 15px;
margin-bottom: 12px;
}
.toc h2
{
margin: 0px 0px 3px 0px;
font-size: 19px;
}
.toc ul
{
margin-top: 0px;
margin-bottom: 0px;
padding-left: 25px;
}
.toc li
{
margin-bottom: 2px;
}
.toc .alternatives
{
font-size: 12px;
}
.toc a
{
color: #292722;
}
.toc a:hover
{
color: black;
}
.fixed
{
font-family: monospace;
background-color: white;
padding: 1px 4px;
border: 1px solid silver;
border-radius: 4px;
}
</style>
</head>
<body>
<div class="children"><h1>Engine.Math</h1><div class="text">The Math library provides several functions to do mathematical operations or calculations. Most of these functions are simply aliases of the functions built into JavaScript.</div><div class="toc"><h2>Table of contents</h2><ul><li><a href="#Engine_Math_Absolutex">Engine.Math.Absolute(x)</a> Returns the absolute value of <span class="fixed">x</span>. <span class="alternatives">(also: Engine.Math.Abs(x))</span></li><li><a href="#Engine_Random_Sumitemitemitem">Engine.Random.Sum(item [, item [, item ...]])</a> Returns the sum of all supplied numbers. <span class="alternatives">(also: Engine.Random.Sum(itemarray))</span></li><li><a href="#Engine_Math_Roundx">Engine.Math.Round(x)</a> Rounds <span class="fixed">x</span> to the nearest integer. </li><li><a href="#Engine_Math_Ceilingx">Engine.Math.Ceiling(x)</a> Rounds up <span class="fixed">x</span>. <span class="alternatives">(also: Engine.Math.Ceil(x))</span></li><li><a href="#Engine_Math_Floorx">Engine.Math.Floor(x)</a> Rounds down <span class="fixed">x</span>. </li><li><a href="#Engine_Math_Tangentx">Engine.Math.Tangent(x)</a> Returns the tangent of angle <span class="fixed">x</span>. <span class="alternatives">(also: Engine.Math.Tan(x))</span></li><li><a href="#Engine_Math_Cosinex">Engine.Math.Cosine(x)</a> Returns the cosine of <span class="fixed">x</span>. <span class="alternatives">(also: Engine.Math.Cos(x))</span></li><li><a href="#Engine_Math_Sinex">Engine.Math.Sine(x)</a> Returns the sine of <span class="fixed">x</span>. <span class="alternatives">(also: Engine.Math.Sin(x))</span></li></ul></div><div class="definition"><a name="Engine_Math_Absolutex">Engine.Math.Absolute(<em>x</em>)<br>Engine.Math.Abs(<em>x</em>) <div class="children"><div class="text">Returns the absolute value of <span class="fixed">x</span>.</div><div class="text"><em>This is an alias of the standard Math.abs function in JavaScript.</em></div><dl><dt>x</dt><dd>The number.<div class="children"></div></dd></dl><div class="example">Example: Get the absolute value of a positive number <div class="children"><h7>Code:</h7><pre class="code">Engine.Math.Absolute(16);</pre><h7>Output:</h7><pre class="output">16</pre></div></div><div class="example">Example: Get the absolute value of a negative number <div class="children"><h7>Code:</h7><pre class="code">Engine.Math.Absolute(-23);</pre><h7>Output:</h7><pre class="output">23</pre></div></div></div></a></div><div class="definition"><a name="Engine_Random_Sumitemitemitem">Engine.Random.Sum(<em>item</em> [, <em>item</em> [, <em>item</em> ...]])<br>Engine.Random.Sum(<em>itemarray</em>) <div class="children"><div class="text">Returns the sum of all supplied numbers.</div><dl><dt>item</dt><dd>An individual number. itemarray:: An array of numbers.<div class="children"></div></dd></dl><div class="example">Example: Sum several numbers using individual arguments <div class="children"><h7>Code:</h7><pre class="code">Engine.Math.Sum(42, 6, 17, 2, 7);</pre><h7>Output:</h7><pre class="output">74</pre></div></div><div class="example">Example: Sum several numbers using an array <div class="children"><h7>Code:</h7><pre class="code">var numbers = [42, 6, 17, 2, 7];
Engine.Math.Sum(numbers);</pre><h7>Output:</h7><pre class="output">74</pre></div></div></div></a></div><div class="definition"><a name="Engine_Math_Roundx">Engine.Math.Round(<em>x</em>) <div class="children"><div class="text">Rounds <span class="fixed">x</span> to the nearest integer.</div><div class="text"><em>This is an alias of the standard Math.round function in JavaScript.</em></div><dl><dt>x</dt><dd>The value to round.<div class="children"></div></dd></dl><div class="example">Example: Rounding a number in the upper half <div class="children"><h7>Code:</h7><pre class="code">Engine.Math.Ceiling(82.62);</pre><h7>Output:</h7><pre class="output">83</pre></div></div><div class="example">Example: Rounding a number in the lower half <div class="children"><h7>Code:</h7><pre class="code">Engine.Math.Ceiling(82.13);</pre><h7>Output:</h7><pre class="output">82</pre></div></div></div></a></div><div class="definition"><a name="Engine_Math_Ceilingx">Engine.Math.Ceiling(<em>x</em>)<br>Engine.Math.Ceil(<em>x</em>) <div class="children"><div class="text">Rounds up <span class="fixed">x</span>.</div><div class="text"><em>This is an alias of the standard Math.ceil function in JavaScript.</em></div><dl><dt>x</dt><dd>The value to round up.<div class="children"></div></dd></dl><div class="example">Example: Rounding up a number <div class="children"><h7>Code:</h7><pre class="code">Engine.Math.Ceiling(614.2162);</pre><h7>Output:</h7><pre class="output">615</pre></div></div></div></a></div><div class="definition"><a name="Engine_Math_Floorx">Engine.Math.Floor(<em>x</em>) <div class="children"><div class="text">Rounds down <span class="fixed">x</span>.</div><div class="text"><em>This is an alias of the standard Math.floor function in JavaScript.</em></div><dl><dt>x</dt><dd>The value to round down.<div class="children"></div></dd></dl><div class="example">Example: Rounding down a number <div class="children"><h7>Code:</h7><pre class="code">Engine.Math.Floor(7.612);</pre><h7>Output:</h7><pre class="output">7</pre></div></div></div></a></div><div class="definition"><a name="Engine_Math_Tangentx">Engine.Math.Tangent(<em>x</em>)<br>Engine.Math.Tan(<em>x</em>) <div class="children"><div class="text">Returns the tangent of angle <span class="fixed">x</span>.</div><div class="text"><em>This is an alias of the standard Math.tan function in JavaScript.</em></div><dl><dt>x</dt><dd>The value.<div class="children"></div></dd></dl><div class="example">Example: Calculating the tangent <div class="children"><h7>Code:</h7><pre class="code">Engine.Math.Tangent(84.15);</pre><h7>Output:</h7><pre class="output">-0.7971515163204654</pre></div></div></div></a></div><div class="definition"><a name="Engine_Math_Cosinex">Engine.Math.Cosine(<em>x</em>)<br>Engine.Math.Cos(<em>x</em>) <div class="children"><div class="text">Returns the cosine of <span class="fixed">x</span>.</div><div class="text"><em>This is an alias of the standard Math.cos function in JavaScript.</em></div><dl><dt>x</dt><dd>The value (in radians).<div class="children"></div></dd></dl><div class="example">Example: Calculating the cosine <div class="children"><h7>Code:</h7><pre class="code">Engine.Math.Cosine(162.54);</pre><h7>Output:</h7><pre class="output">0.6801581420388815</pre></div></div></div></a></div><div class="definition"><a name="Engine_Math_Sinex">Engine.Math.Sine(<em>x</em>)<br>Engine.Math.Sin(<em>x</em>) <div class="children"><div class="text">Returns the sine of <span class="fixed">x</span>.</div><div class="text"><em>This is an alias of the standard Math.sin function in JavaScript.</em></div><dl><dt>x</dt><dd>The value (in radians).<div class="children"></div></dd></dl><div class="example">Example: Calculating the sine <div class="children"><h7>Code:</h7><pre class="code">Engine.Math.Sine(62.4);</pre><h7>Output:</h7><pre class="output">-0.41855446451842543</pre></div></div></div></a></div></div>
</body>
</html>

@ -0,0 +1,150 @@
# Engine.Math
The Math library provides several functions to do mathematical operations or calculations. Most of these functions are simply aliases of the functions built into JavaScript.
{TOC}
^ Engine.Math.Absolute(**x**)
Engine.Math.Abs(**x**)
Returns the absolute value of `x`.
**This is an alias of the standard Math.abs function in JavaScript.**
x::
The number.
@ Get the absolute value of a positive number
$ Engine.Math.Absolute(16);
> 16
@ Get the absolute value of a negative number
$ Engine.Math.Absolute(-23);
> 23
^ Engine.Random.Sum(**item** [, **item** [, **item** ...]])
Engine.Random.Sum(**itemarray**)
Returns the sum of all supplied numbers.
item::
An individual number.
itemarray::
An array of numbers.
@ Sum several numbers using individual arguments
$ Engine.Math.Sum(42, 6, 17, 2, 7);
> 74
@ Sum several numbers using an array
$ var numbers = [42, 6, 17, 2, 7];
Engine.Math.Sum(numbers);
> 74
^ Engine.Math.Round(**x**)
Rounds `x` to the nearest integer.
**This is an alias of the standard Math.round function in JavaScript.**
x::
The value to round.
@ Rounding a number in the upper half
$ Engine.Math.Ceiling(82.62);
> 83
@ Rounding a number in the lower half
$ Engine.Math.Ceiling(82.13);
> 82
^ Engine.Math.Ceiling(**x**)
Engine.Math.Ceil(**x**)
Rounds up `x`.
**This is an alias of the standard Math.ceil function in JavaScript.**
x::
The value to round up.
@ Rounding up a number
$ Engine.Math.Ceiling(614.2162);
> 615
^ Engine.Math.Floor(**x**)
Rounds down `x`.
**This is an alias of the standard Math.floor function in JavaScript.**
x::
The value to round down.
@ Rounding down a number
$ Engine.Math.Floor(7.612);
> 7
^ Engine.Math.Tangent(**x**)
Engine.Math.Tan(**x**)
Returns the tangent of angle `x`.
**This is an alias of the standard Math.tan function in JavaScript.**
x::
The value.
@ Calculating the tangent
$ Engine.Math.Tangent(84.15);
> -0.7971515163204654
^ Engine.Math.Cosine(**x**)
Engine.Math.Cos(**x**)
Returns the cosine of `x`.
**This is an alias of the standard Math.cos function in JavaScript.**
x::
The value (in radians).
@ Calculating the cosine
$ Engine.Math.Cosine(162.54);
> 0.6801581420388815
^ Engine.Math.Sine(**x**)
Engine.Math.Sin(**x**)
Returns the sine of `x`.
**This is an alias of the standard Math.sin function in JavaScript.**
x::
The value (in radians).
@ Calculating the sine
$ Engine.Math.Sine(62.4);
> -0.41855446451842543

@ -0,0 +1,163 @@
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<div class="children"><h1>Engine.Random</h1><div class="text">The Random library provides several functions to pick random numbers or items.</div><div class="toc"><h2>Table of contents</h2><ul><li><a href="#Engine_Random_Numberminmaxprecision">Engine.Random.Number(min, max, precision)</a> Selects a random number between <span class="fixed">min</span> and <span class="fixed">max</span>, excluding <span class="fixed">max</span> itself. </li><li><a href="#Engine_Random_Chooseitemitemitem">Engine.Random.Choose(item [, item [, item ...]])</a> Selects a random item from the supplied items. <span class="alternatives">(also: Engine.Random.Choose(itemarray))</span></li><li><a href="#Engine_Random_Pickamountitemitemitem">Engine.Random.Pick(amount, item [, item [, item ...]])</a> Selects <span class="fixed">amount</span> unique random items from the supplied items. Each item can only... <span class="alternatives">(also: Engine.Random.Pick(amount, itemarray))</span></li><li><a href="#Engine_Random_Stringlengthalphabet">Engine.Random.String(length [, alphabet])</a> Generates a random string with the specified <span class="fixed">length</span>, and optionally a custom... </li></ul></div><div class="definition"><a name="Engine_Random_Numberminmaxprecision">Engine.Random.Number(<em>min</em>, <em>max</em>, <em>precision</em>) <div class="children"><div class="text">Selects a random number between <span class="fixed">min</span> and <span class="fixed">max</span>, excluding <span class="fixed">max</span> itself.</div><dl><dt>min</dt><dd><em>Optional:</em> The minimum number. <em>Defaults to 0.</em><div class="children"></div></dd></dl><dl><dt>max</dt><dd><em>Optional:</em> The maximum number (itself excluded). <em>Defaults to 1.</em><div class="children"></div></dd></dl><dl><dt>precision</dt><dd><em>Optional:</em> The precision; this is what the result will be rounded to. <em>Defaults to 0.00000001.</em><div class="children"></div></dd></dl><div class="example">Example: Get a whole number from 0 to 9 <div class="children"><h7>Code:</h7><pre class="code">Engine.Random.Number(0, 10, 1);</pre><h7>Output:</h7><pre class="output">7</pre></div></div><div class="example">Example: Get a one-tenth-precision number from 0 to 9.9 <div class="children"><h7>Code:</h7><pre class="code">Engine.Random.Number(0, 10, 0.1);</pre><h7>Output:</h7><pre class="output">3.7</pre></div></div><div class="example">Example: Get a one-fifth-precision number from 5 to 9.8: <div class="children"><h7>Code:</h7><pre class="code">Engine.Random.Number(5, 10, 0.2);</pre><h7>Output:</h7><pre class="output">6.4</pre></div></div></div></a></div><div class="definition"><a name="Engine_Random_Chooseitemitemitem">Engine.Random.Choose(<em>item</em> [, <em>item</em> [, <em>item</em> ...]])<br>Engine.Random.Choose(<em>itemarray</em>) <div class="children"><div class="text">Selects a random item from the supplied items.</div><dl><dt>item</dt><dd>An item to choose from.<div class="children"></div></dd></dl><dl><dt>itemarray</dt><dd>An array of items to choose from.<div class="children"></div></dd></dl><div class="example">Example: Select a random color from a list using multiple arguments <div class="children"><h7>Code:</h7><pre class="code">Engine.Random.Choose("blue", "green", "red", "yellow");</pre><h7>Output:</h7><pre class="output">"green"</pre></div></div><div class="example">Example: Select a random day from a list using an array <div class="children"><h7>Code:</h7><pre class="code">var days = ["Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday", "Sunday"];
Engine.Random.Choose(days);</pre><h7>Output:</h7><pre class="output">"Thursday"</pre></div></div></div></a></div><div class="definition"><a name="Engine_Random_Pickamountitemitemitem">Engine.Random.Pick(<em>amount</em>, <em>item</em> [, <em>item</em> [, <em>item</em> ...]])<br>Engine.Random.Pick(<em>amount</em>, <em>itemarray</em>) <div class="children"><div class="text">Selects <span class="fixed">amount</span> unique random items from the supplied items. Each item can only appear in the result once.</div><div class="exclamation"><strong>Important:</strong> The <span class="fixed">amount</span> argument must always be equal to or higher than the amount of supplied items! <div class="children"></div></div><dl><dt>amount</dt><dd>The amount of items to select.<div class="children"></div></dd></dl><dl><dt>item</dt><dd>An item to choose from.<div class="children"></div></dd></dl><dl><dt>itemarray</dt><dd>An array of items to choose from.<div class="children"></div></dd></dl><div class="example">Example: Select three random colors from a list using multiple arguments <div class="children"><h7>Code:</h7><pre class="code">Engine.Random.Pick(3, "red", "green", "blue", "yellow", "purple", "brown", "black", "white", "orange");</pre><h7>Output:</h7><pre class="output">["blue", "orange", "red"]</pre></div></div><div class="example">Example: Select two vegetables from a list using an array <div class="children"><h7>Code:</h7><pre class="code">var vegetables = ["celery", "potato", "tomato", "coleslaw", "onion"];
Engine.Random.Pick(2, vegetables);</pre><h7>Output:</h7><pre class="output">["tomato", "onion"]</pre></div></div></div></a></div><div class="definition"><a name="Engine_Random_Stringlengthalphabet">Engine.Random.String(<em>length</em> [, <em>alphabet</em>]) <div class="children"><div class="text">Generates a random string with the specified <span class="fixed">length</span>, and optionally a custom alphabet.</div><dl><dt>length</dt><dd>The length of the string that has to be generated.<div class="children"></div></dd></dl><dl><dt>alphabet</dt><dd><em>Optional:</em> The alphabet (set of characters) to choose from. <em>Defaults to a-z, A-Z, 0-9.</em><div class="children"></div></dd></dl><div class="example">Example: Generate a random string with the default alphabet <div class="children"><h7>Code:</h7><pre class="code">Engine.Random.String(14);</pre><h7>Output:</h7><pre class="output">"NCm2Y7lEleCTa5"</pre></div></div><div class="example">Example: Generate a random string with a custom alphabet <div class="children"><h7>Code:</h7><pre class="code">Engine.Random.String(10, "abcde");</pre><h7>Output:</h7><pre class="output">"baeddebaca"</pre></div></div></div></a></div></div>
</body>
</html>

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# Engine.Random
The Random library provides several functions to pick random numbers or items.
{TOC}
^ Engine.Random.Number(**min**, **max**, **precision**)
Selects a random number between `min` and `max`, excluding `max` itself.
min::
**Optional:** The minimum number. **Defaults to 0.**
max::
**Optional:** The maximum number (itself excluded). **Defaults to 1.**
precision::
**Optional:** The precision; this is what the result will be rounded to. **Defaults to 0.00000001.**
@ Get a whole number from 0 to 9
$ Engine.Random.Number(0, 10, 1);
> 7
@ Get a one-tenth-precision number from 0 to 9.9
$ Engine.Random.Number(0, 10, 0.1);
> 3.7
@ Get a one-fifth-precision number from 5 to 9.8:
$ Engine.Random.Number(5, 10, 0.2);
> 6.4
^ Engine.Random.Choose(**item** [, **item** [, **item** ...]])
Engine.Random.Choose(**itemarray**)
Selects a random item from the supplied items.
item::
An item to choose from.
itemarray::
An array of items to choose from.
@ Select a random color from a list using multiple arguments
$ Engine.Random.Choose("blue", "green", "red", "yellow");
> "green"
@ Select a random day from a list using an array
$ var days = ["Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday", "Sunday"];
Engine.Random.Choose(days);
> "Thursday"
^ Engine.Random.Pick(**amount**, **item** [, **item** [, **item** ...]])
Engine.Random.Pick(**amount**, **itemarray**)
Selects `amount` unique random items from the supplied items. Each item can only appear in the result once.
! The `amount` argument must always be equal to or higher than the amount of supplied items!
amount::
The amount of items to select.
item::
An item to choose from.
itemarray::
An array of items to choose from.
@ Select three random colors from a list using multiple arguments
$ Engine.Random.Pick(3, "red", "green", "blue", "yellow", "purple", "brown", "black", "white", "orange");
> ["blue", "orange", "red"]
@ Select two vegetables from a list using an array
$ var vegetables = ["celery", "potato", "tomato", "coleslaw", "onion"];
Engine.Random.Pick(2, vegetables);
> ["tomato", "onion"]
^ Engine.Random.String(**length** [, **alphabet**])
Generates a random string with the specified `length`, and optionally a custom alphabet.
length::
The length of the string that has to be generated.
alphabet::
**Optional:** The alphabet (set of characters) to choose from. **Defaults to a-z, A-Z, 0-9.**
@ Generate a random string with the default alphabet
$ Engine.Random.String(14);
> "NCm2Y7lEleCTa5"
@ Generate a random string with a custom alphabet
$ Engine.Random.String(10, "abcde");
> "baeddebaca"

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@ -0,0 +1,78 @@
/** @license
*
* SoundManager 2: JavaScript Sound for the Web
* ----------------------------------------------
* http://schillmania.com/projects/soundmanager2/
*
* Copyright (c) 2007, Scott Schiller. All rights reserved.
* Code provided under the BSD License:
* http://schillmania.com/projects/soundmanager2/license.txt
*
* V2.97a.20130101
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"function"===typeof b[c]&&(b[c]=ha)};sa=function(b){b===g&&(b=!1);(s||b)&&c.disable(b)};Ma=function(b){var e=null;if(b)if(b.match(/\.swf(\?.*)?$/i)){if(e=b.substr(b.toLowerCase().lastIndexOf(".swf?")+4))return b}else b.lastIndexOf("/")!==b.length-1&&(b+="/");b=(b&&-1!==b.lastIndexOf("/")?b.substr(0,b.lastIndexOf("/")+1):"./")+c.movieURL;c.noSWFCache&&(b+="?ts="+(new Date).getTime());return b};ma=function(){k=parseInt(c.flashVersion,10);8!==k&&9!==k&&(c.flashVersion=k=8);var b=c.debugMode||c.debugFlash?
"_debug.swf":".swf";c.useHTML5Audio&&(!c.html5Only&&c.audioFormats.mp4.required&&9>k)&&(c.flashVersion=k=9);c.version=c.versionNumber+(c.html5Only?" (HTML5-only mode)":9===k?" (AS3/Flash 9)":" (AS2/Flash 8)");8<k?(c.defaultOptions=t(c.defaultOptions,c.flash9Options),c.features.buffering=!0,c.defaultOptions=t(c.defaultOptions,c.movieStarOptions),c.filePatterns.flash9=RegExp("\\.(mp3|"+$a.join("|")+")(\\?.*)?$","i"),c.features.movieStar=!0):c.features.movieStar=!1;c.filePattern=c.filePatterns[8!==k?
"flash9":"flash8"];c.movieURL=(8===k?"soundmanager2.swf":"soundmanager2_flash9.swf").replace(".swf",b);c.features.peakData=c.features.waveformData=c.features.eqData=8<k};Ka=function(b,c){if(!h)return!1;h._setPolling(b,c)};ra=function(){c.debugURLParam.test(ga)&&(c.debugMode=!0)};p=this.getSoundById;G=function(){var b=[];c.debugMode&&b.push("sm2_debug");c.debugFlash&&b.push("flash_debug");c.useHighPerformance&&b.push("high_performance");return b.join(" ")};ua=function(){v("fbHandler");var b=c.getMoviePercent(),
e={type:"FLASHBLOCK"};if(c.html5Only)return!1;c.ok()?c.oMC&&(c.oMC.className=[G(),"movieContainer","swf_loaded"+(c.didFlashBlock?" swf_unblocked":"")].join(" ")):(u&&(c.oMC.className=G()+" movieContainer "+(null===b?"swf_timedout":"swf_error")),c.didFlashBlock=!0,B({type:"ontimeout",ignoreInit:!0,error:e}),F(e))};la=function(b,c,d){r[b]===g&&(r[b]=[]);r[b].push({method:c,scope:d||null,fired:!1})};B=function(b){b||(b={type:c.ok()?"onready":"ontimeout"});if(!j&&b&&!b.ignoreInit||"ontimeout"===b.type&&
(c.ok()||s&&!b.ignoreInit))return!1;var e={success:b&&b.ignoreInit?c.ok():!s},d=b&&b.type?r[b.type]||[]:[],a=[],f,e=[e],g=u&&!c.ok();b.error&&(e[0].error=b.error);b=0;for(f=d.length;b<f;b++)!0!==d[b].fired&&a.push(d[b]);if(a.length){b=0;for(f=a.length;b<f;b++)a[b].scope?a[b].method.apply(a[b].scope,e):a[b].method.apply(this,e),g||(a[b].fired=!0)}return!0};C=function(){i.setTimeout(function(){c.useFlashBlock&&ua();B();"function"===typeof c.onload&&c.onload.apply(i);c.waitForWindowLoad&&n.add(i,"load",
C)},1)};za=function(){if(A!==g)return A;var b=!1,c=navigator,d=c.plugins,a,f=i.ActiveXObject;if(d&&d.length)(c=c.mimeTypes)&&(c["application/x-shockwave-flash"]&&c["application/x-shockwave-flash"].enabledPlugin&&c["application/x-shockwave-flash"].enabledPlugin.description)&&(b=!0);else if(f!==g&&!q.match(/MSAppHost/i)){try{a=new f("ShockwaveFlash.ShockwaveFlash")}catch(h){}b=!!a}return A=b};Ra=function(){var b,e,d=c.audioFormats;if(ca&&q.match(/os (1|2|3_0|3_1)/i))c.hasHTML5=!1,c.html5Only=!0,c.oMC&&
(c.oMC.style.display="none");else if(c.useHTML5Audio&&(!c.html5||!c.html5.canPlayType))c.hasHTML5=!1;if(c.useHTML5Audio&&c.hasHTML5)for(e in d)if(d.hasOwnProperty(e)&&(d[e].required&&!c.html5.canPlayType(d[e].type)||c.preferFlash&&(c.flash[e]||c.flash[d[e].type])))b=!0;c.ignoreFlash&&(b=!1);c.html5Only=c.hasHTML5&&c.useHTML5Audio&&!b;return!c.html5Only};aa=function(b){var e,d,a=0;if(b instanceof Array){e=0;for(d=b.length;e<d;e++)if(b[e]instanceof Object){if(c.canPlayMIME(b[e].type)){a=e;break}}else if(c.canPlayURL(b[e])){a=
e;break}b[a].url&&(b[a]=b[a].url);b=b[a]}return b};Na=function(b){b._hasTimer||(b._hasTimer=!0,!Ca&&c.html5PollingInterval&&(null===P&&0===$&&(P=i.setInterval(Pa,c.html5PollingInterval)),$++))};Oa=function(b){b._hasTimer&&(b._hasTimer=!1,!Ca&&c.html5PollingInterval&&$--)};Pa=function(){var b;if(null!==P&&!$)return i.clearInterval(P),P=null,!1;for(b=c.soundIDs.length-1;0<=b;b--)c.sounds[c.soundIDs[b]].isHTML5&&c.sounds[c.soundIDs[b]]._hasTimer&&c.sounds[c.soundIDs[b]]._onTimer()};F=function(b){b=b!==
g?b:{};"function"===typeof c.onerror&&c.onerror.apply(i,[{type:b.type!==g?b.type:null}]);b.fatal!==g&&b.fatal&&c.disable()};Ta=function(){if(!Va||!za())return!1;var b=c.audioFormats,e,d;for(d in b)if(b.hasOwnProperty(d)&&("mp3"===d||"mp4"===d))if(c.html5[d]=!1,b[d]&&b[d].related)for(e=b[d].related.length-1;0<=e;e--)c.html5[b[d].related[e]]=!1};this._setSandboxType=function(){};this._externalInterfaceOK=function(){if(c.swfLoaded)return!1;c.swfLoaded=!0;da=!1;Va&&Ta();setTimeout(ia,z?100:1)};X=function(b,
e){function d(a,b){return'<param name="'+a+'" value="'+b+'" />'}if(J&&K)return!1;if(c.html5Only)return ma(),c.oMC=T(c.movieID),ia(),K=J=!0,!1;var a=e||c.url,f=c.altURL||a,h=qa(),i=G(),k=null,k=l.getElementsByTagName("html")[0],j,n,m,k=k&&k.dir&&k.dir.match(/rtl/i),b=b===g?c.id:b;ma();c.url=Ma(Ea?a:f);e=c.url;c.wmode=!c.wmode&&c.useHighPerformance?"transparent":c.wmode;if(null!==c.wmode&&(q.match(/msie 8/i)||!z&&!c.useHighPerformance)&&navigator.platform.match(/win32|win64/i))Qa.push(na.spcWmode),
c.wmode=null;h={name:b,id:b,src:e,quality:"high",allowScriptAccess:c.allowScriptAccess,bgcolor:c.bgColor,pluginspage:Ya+"www.macromedia.com/go/getflashplayer",title:"JS/Flash audio component (SoundManager 2)",type:"application/x-shockwave-flash",wmode:c.wmode,hasPriority:"true"};c.debugFlash&&(h.FlashVars="debug=1");c.wmode||delete h.wmode;if(z)a=l.createElement("div"),n=['<object id="'+b+'" data="'+e+'" type="'+h.type+'" title="'+h.title+'" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="'+
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if(RadiumEngine !== undefined)
{
/*Class*/ RadiumEngine.prototype.IsometricMap = function(canvas)
{
this.tile_width = 32;
this.tile_height = 64;
this.width = 6;
this.height = 6;
this.mouse_tile = undefined;
this.mouse_over = false;
this.mouse_in = false;
this.fill_screen = false;
this.canvas = canvas
this.context = canvas.getContext("2d");
$(this.canvas).bind('mouseenter', {'self': this}, function(event){
self.mouse_over = true;
});
$(this.canvas).bind('mouseleave', {'self': this}, function(event){
self.mouse_over = false;
});
$(this.canvas).bind('mousemove', {'self': this}, function(event){
self = event.data.self;
var rect = self.canvas.getBoundingClientRect();
var root = document.documentElement;
var mouse_x = event.clientX - rect.top - root.scrollTop;
var mouse_y = event.clientY - rect.left - root.scrollLeft;
var coords = event.data.self.TileFromPosition(mouse_x, mouse_y);
self.mouse_tile = coords;
if(coords.x >= 0 && coords.x < self.width && coords.y >= 0 && coords.y < self.height)
{
self.mouse_in = true;
}
else
{
self.mouse_in = false;
}
self.Redraw();
});
var Configure = this.Configure = function(tile_width, tile_height)
{
this.tile_width = tile_width;
this.tile_height = tile_height;
}
this.SetFill = function(enabled)
{
if(enabled === true)
{
$(this.canvas).css({
'position': "absolute",
'left': "0px",
'top': "0px"
});
$('body').css({
'overflow': "hidden"
});
}
this.fill_screen = enabled;
this.UpdateSize();
}
this.UpdateSize = function()
{
if(this.fill_screen === false)
{
this.canvas.width = $(this.canvas).width();
this.canvas.height = $(this.canvas).height();
}
else
{
this.canvas.width = window.innerWidth;
this.canvas.height = window.innerHeight;
$(this.canvas).css({
'width': window.innerWidth + "px",
'height': window.innerHeight + "px"
});
}
}
var Redraw = this.Redraw = function()
{
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
for(var i = 0; i < this.height; i++)
{
for(var r = 0; r < this.width; r++)
{
this.DrawTile(r, i);
/*pos = this.GetTilePosition(r, i);
this.context.fillRect(pos.x, pos.y, 1, 1);*/
}
}
}
this.DrawTile = function(tile_x, tile_y)
{
var pos_x = tile_x * this.tile_width;
var pos_y = tile_y * this.tile_height;
var t1 = this.GetTileOrigin(tile_x, tile_y);
var t2 = t1.Add(new RadiumEngine.Point(this.tile_width / 2, this.tile_height / 2));
var t3 = t1.Add(new RadiumEngine.Point(0, this.tile_height));
var t4 = t1.Add(new RadiumEngine.Point(0 - (this.tile_width / 2), this.tile_height / 2));
this.context.beginPath();
this.context.moveTo(t1.x, t1.y);
this.context.lineTo(t2.x, t2.y);
this.context.lineTo(t3.x, t3.y);
this.context.lineTo(t4.x, t4.y);
this.context.lineTo(t1.x, t1.y);
switch(tile_y)
{
case 0:
this.context.lineWidth = 1;
break;
case 1:
this.context.lineWidth = 2;
break;
case 2:
this.context.lineWidth = 3;
break;
case 3:
this.context.lineWidth = 4;
break;
case 4:
this.context.lineWidth = 5;
break;
case 5:
this.context.lineWidth = 6;
break;
}
switch(tile_x)
{
case 0:
this.context.strokeStyle = "blue";
break;
case 1:
this.context.strokeStyle = "purple";
break;
case 2:
this.context.strokeStyle = "green";
break;
case 3:
this.context.strokeStyle = "red";
break;
case 4:
this.context.strokeStyle = "maroon";
break;
case 5:
this.context.strokeStyle = "black";
break;
}
if(this.mouse_tile !== undefined && tile_x == this.mouse_tile.x && tile_y == this.mouse_tile.y)
{
this.context.fillStyle = "#D9FFB4";
this.context.fill();
}
this.context.stroke();
}
this.GetBasePoint = function()
{
return new RadiumEngine.Point((this.width * this.tile_width) / 2, 0);
}
this.GetTileOrigin = function(tile_x, tile_y)
{
/* Determine base point (0,0) of the isometric diamond. */
base_point = this.GetBasePoint();
/* Determine offset for determining starting point for the current row (tile_y coordinate). */
row_offset = new RadiumEngine.Point(0 - ((this.tile_width / 2) * tile_y), (this.tile_height / 2) * tile_y);
/* Determine specific offset of the specified tile_x coordinate on the tile_y row. */
tile_offset = new RadiumEngine.Point((this.tile_width / 2) * tile_x, (this.tile_height / 2) * tile_x);
/* Return the sum of the above to determine the actual tile position on the canvas. */
return base_point.Add(row_offset, tile_offset);
}
this.GetTilePosition = function(tile_x, tile_y)
{
origin = this.GetTileOrigin(tile_x, tile_y);
return origin.Add(new RadiumEngine.Point(0 - (this.tile_width / 2), 0));
}
this.GetRangePosition = function(start, size)
{
x = this.GetTilePosition(start.x, start.y + size.y - 1).x;
y = this.GetTilePosition(start.x, start.y).y;
return new RadiumEngine.Point(x, y);
}
this.TileFromPosition = function(x, y)
{
p = new RadiumEngine.Point(x, y);
a = self.GetBasePoint();
b = a.Add(new RadiumEngine.Point(0 - (this.tile_width / 2), this.tile_height / 2));
c = a.Add(new RadiumEngine.Point(this.tile_width / 2, this.tile_height / 2));
/* Compute vectors. */
v0 = c.Subtract(a);
v1 = b.Subtract(a);
v2 = p.Subtract(a);
/* Compute dot products. */
dot00 = RadiumEngine.dot_product([v0.x, v0.y], [v0.x, v0.y]);
dot01 = RadiumEngine.dot_product([v0.x, v0.y], [v1.x, v1.y]);
dot02 = RadiumEngine.dot_product([v0.x, v0.y], [v2.x, v2.y]);
dot11 = RadiumEngine.dot_product([v1.x, v1.y], [v1.x, v1.y]);
dot12 = RadiumEngine.dot_product([v1.x, v1.y], [v2.x, v2.y]);
/* Compute tile. */
inv_denom = 1 / (dot00 * dot11 - dot01 * dot01);
tile_x = (dot11 * dot02 - dot01 * dot12) * inv_denom;
tile_y = (dot00 * dot12 - dot01 * dot02) * inv_denom;
return new RadiumEngine.Point(Math.floor(tile_x), Math.floor(tile_y));
}
}
}
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