# Source: src/geom/Circle.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter.
    * If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created.
    *
    * @class Phaser.Circle
    * @constructor
    * @param {number} [x=0] - The x coordinate of the center of the circle.
    * @param {number} [y=0] - The y coordinate of the center of the circle.
    * @param {number} [diameter=0] - The diameter of the circle.
    */
    Phaser.Circle = function (x, y, diameter) {

        x = x || 0;
        y = y || 0;
        diameter = diameter || 0;

        /**
        * @property {number} x - The x coordinate of the center of the circle.
        */
        this.x = x;

        /**
        * @property {number} y - The y coordinate of the center of the circle.
        */
        this.y = y;

        /**
        * @property {number} _diameter - The diameter of the circle.
        * @private
        */
        this._diameter = diameter;

        /**
       * @property {number} _radius - The radius of the circle.
       * @private
       */
        this._radius = 0;

        if (diameter > 0)
        {
            this._radius = diameter * 0.5;
        }

        /**
        * @property {number} type - The const type of this object.
        * @readonly
        */
        this.type = Phaser.CIRCLE;

    };

    Phaser.Circle.prototype = {

        /**
        * The circumference of the circle.
        *
        * @method Phaser.Circle#circumference
        * @return {number} The circumference of the circle.
        */
        circumference: function () {

            return 2 * (Math.PI * this._radius);

        },

        /**
        * Returns a uniformly distributed random point from anywhere within this Circle.
        *
        * @method Phaser.Circle#random
        * @param {Phaser.Point|object} [out] - A Phaser.Point, or any object with public x/y properties, that the values will be set in.
        *     If no object is provided a new Phaser.Point object will be created. In high performance areas avoid this by re-using an existing object.
        * @return {Phaser.Point} An object containing the random point in its `x` and `y` properties.
        */
        random: function (out) {

            if (out === undefined) { out = new Phaser.Point(); }

            var t = 2 * Math.PI * Math.random();
            var u = Math.random() + Math.random();
            var r = (u > 1) ? 2 - u : u;
            var x = r * Math.cos(t);
            var y = r * Math.sin(t);

            out.x = this.x + (x * this.radius);
            out.y = this.y + (y * this.radius);

            return out;

        },

        /**
        * Returns the framing rectangle of the circle as a Phaser.Rectangle object.
        *
        * @method Phaser.Circle#getBounds
        * @return {Phaser.Rectangle} The bounds of the Circle.
        */
        getBounds: function () {

            return new Phaser.Rectangle(this.x - this.radius, this.y - this.radius, this.diameter, this.diameter);

        },

        /**
        * Sets the members of Circle to the specified values.
        * @method Phaser.Circle#setTo
        * @param {number} x - The x coordinate of the center of the circle.
        * @param {number} y - The y coordinate of the center of the circle.
        * @param {number} diameter - The diameter of the circle.
        * @return {Circle} This circle object.
        */
        setTo: function (x, y, diameter) {

            this.x = x;
            this.y = y;
            this._diameter = diameter;
            this._radius = diameter * 0.5;

            return this;

        },

        /**
        * Copies the x, y and diameter properties from any given object to this Circle.
        * @method Phaser.Circle#copyFrom
        * @param {any} source - The object to copy from.
        * @return {Circle} This Circle object.
        */
        copyFrom: function (source) {

            return this.setTo(source.x, source.y, source.diameter);

        },

        /**
        * Copies the x, y and diameter properties from this Circle to any given object.
        * @method Phaser.Circle#copyTo
        * @param {any} dest - The object to copy to.
        * @return {object} This dest object.
        */
        copyTo: function (dest) {

            dest.x = this.x;
            dest.y = this.y;
            dest.diameter = this._diameter;

            return dest;

        },

        /**
        * Returns the distance from the center of the Circle object to the given object
        * (can be Circle, Point or anything with x/y properties)
        * @method Phaser.Circle#distance
        * @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.
        * @param {boolean} [round=false] - Round the distance to the nearest integer.
        * @return {number} The distance between this Point object and the destination Point object.
        */
        distance: function (dest, round) {

            var distance = Phaser.Math.distance(this.x, this.y, dest.x, dest.y);
            return round ? Math.round(distance) : distance;

        },

        /**
        * Returns a new Circle object with the same values for the x, y, width, and height properties as this Circle object.
        * @method Phaser.Circle#clone
        * @param {Phaser.Circle} output - Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned.
        * @return {Phaser.Circle} The cloned Circle object.
        */
        clone: function (output) {

            if (output === undefined || output === null)
            {
                output = new Phaser.Circle(this.x, this.y, this.diameter);
            }
            else
            {
                output.setTo(this.x, this.y, this.diameter);
            }

            return output;

        },

        /**
        * Return true if the given x/y coordinates are within this Circle object.
        * @method Phaser.Circle#contains
        * @param {number} x - The X value of the coordinate to test.
        * @param {number} y - The Y value of the coordinate to test.
        * @return {boolean} True if the coordinates are within this circle, otherwise false.
        */
        contains: function (x, y) {

            return Phaser.Circle.contains(this, x, y);

        },

        /**
        * Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.
        * @method Phaser.Circle#circumferencePoint
        * @param {number} angle - The angle in radians (unless asDegrees is true) to return the point from.
        * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
        * @param {Phaser.Point} [out] - An optional Point object to put the result in to. If none specified a new Point object will be created.
        * @return {Phaser.Point} The Point object holding the result.
        */
        circumferencePoint: function (angle, asDegrees, out) {

            return Phaser.Circle.circumferencePoint(this, angle, asDegrees, out);

        },

        /**
        * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts.
        * @method Phaser.Circle#offset
        * @param {number} dx - Moves the x value of the Circle object by this amount.
        * @param {number} dy - Moves the y value of the Circle object by this amount.
        * @return {Circle} This Circle object.
        */
        offset: function (dx, dy) {

            this.x += dx;
            this.y += dy;

            return this;

        },

        /**
        * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter.
        * @method Phaser.Circle#offsetPoint
        * @param {Point} point A Point object to use to offset this Circle object (or any valid object with exposed x and y properties).
        * @return {Circle} This Circle object.
        */
        offsetPoint: function (point) {
            return this.offset(point.x, point.y);
        },

        /**
        * Returns a string representation of this object.
        * @method Phaser.Circle#toString
        * @return {string} a string representation of the instance.
        */
        toString: function () {
            return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]";
        }

    };

    Phaser.Circle.prototype.constructor = Phaser.Circle;

    /**
    * The largest distance between any two points on the circle. The same as the radius * 2.
    *
    * @name Phaser.Circle#diameter
    * @property {number} diameter - Gets or sets the diameter of the circle.
    */
    Object.defineProperty(Phaser.Circle.prototype, "diameter", {

        get: function () {
            return this._diameter;
        },

        set: function (value) {

            if (value > 0)
            {
                this._diameter = value;
                this._radius = value * 0.5;
            }
        }

    });

    /**
    * The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter.
    * @name Phaser.Circle#radius
    * @property {number} radius - Gets or sets the radius of the circle.
    */
    Object.defineProperty(Phaser.Circle.prototype, "radius", {

        get: function () {
            return this._radius;
        },

        set: function (value) {

            if (value > 0)
            {
                this._radius = value;
                this._diameter = value * 2;
            }

        }

    });

    /**
    * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
    * @name Phaser.Circle#left
    * @propety {number} left - Gets or sets the value of the leftmost point of the circle.
    */
    Object.defineProperty(Phaser.Circle.prototype, "left", {

        get: function () {
            return this.x - this._radius;
        },

        set: function (value) {

            if (value > this.x)
            {
                this._radius = 0;
                this._diameter = 0;
            }
            else
            {
                this.radius = this.x - value;
            }

        }

    });

    /**
    * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
    * @name Phaser.Circle#right
    * @property {number} right - Gets or sets the value of the rightmost point of the circle.
    */
    Object.defineProperty(Phaser.Circle.prototype, "right", {

        get: function () {
            return this.x + this._radius;
        },

        set: function (value) {

            if (value < this.x)
            {
                this._radius = 0;
                this._diameter = 0;
            }
            else
            {
                this.radius = value - this.x;
            }

        }

    });

    /**
    * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter.
    * @name Phaser.Circle#top
    * @property {number} top - Gets or sets the top of the circle.
    */
    Object.defineProperty(Phaser.Circle.prototype, "top", {

        get: function () {
            return this.y - this._radius;
        },

        set: function (value) {

            if (value > this.y)
            {
                this._radius = 0;
                this._diameter = 0;
            }
            else
            {
                this.radius = this.y - value;
            }

        }

    });

    /**
    * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter.
    * @name Phaser.Circle#bottom
    * @property {number} bottom - Gets or sets the bottom of the circle.
    */
    Object.defineProperty(Phaser.Circle.prototype, "bottom", {

        get: function () {
            return this.y + this._radius;
        },

        set: function (value) {

            if (value < this.y)
            {
                this._radius = 0;
                this._diameter = 0;
            }
            else
            {
                this.radius = value - this.y;
            }

        }

    });

    /**
    * The area of this Circle.
    * @name Phaser.Circle#area
    * @property {number} area - The area of this circle.
    * @readonly
    */
    Object.defineProperty(Phaser.Circle.prototype, "area", {

        get: function () {

            if (this._radius > 0)
            {
                return Math.PI * this._radius * this._radius;
            }
            else
            {
                return 0;
            }

        }

    });

    /**
    * Determines whether or not this Circle object is empty. Will return a value of true if the Circle objects diameter is less than or equal to 0; otherwise false.
    * If set to true it will reset all of the Circle objects properties to 0. A Circle object is empty if its diameter is less than or equal to 0.
    * @name Phaser.Circle#empty
    * @property {boolean} empty - Gets or sets the empty state of the circle.
    */
    Object.defineProperty(Phaser.Circle.prototype, "empty", {

        get: function () {
            return (this._diameter === 0);
        },

        set: function (value) {

            if (value === true)
            {
                this.setTo(0, 0, 0);
            }

        }

    });

    /**
    * Return true if the given x/y coordinates are within the Circle object.
    * @method Phaser.Circle.contains
    * @param {Phaser.Circle} a - The Circle to be checked.
    * @param {number} x - The X value of the coordinate to test.
    * @param {number} y - The Y value of the coordinate to test.
    * @return {boolean} True if the coordinates are within this circle, otherwise false.
    */
    Phaser.Circle.contains = function (a, x, y) {

        //  Check if x/y are within the bounds first
        if (a.radius > 0 && x >= a.left && x <= a.right && y >= a.top && y <= a.bottom)
        {
            var dx = (a.x - x) * (a.x - x);
            var dy = (a.y - y) * (a.y - y);

            return (dx + dy) <= (a.radius * a.radius);
        }
        else
        {
            return false;
        }

    };

    /**
    * Determines whether the two Circle objects match. This method compares the x, y and diameter properties.
    * @method Phaser.Circle.equals
    * @param {Phaser.Circle} a - The first Circle object.
    * @param {Phaser.Circle} b - The second Circle object.
    * @return {boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false.
    */
    Phaser.Circle.equals = function (a, b) {

        return (a.x === b.x && a.y === b.y && a.diameter === b.diameter);

    };

    /**
    * Determines whether the two Circle objects intersect.
    * This method checks the radius distances between the two Circle objects to see if they intersect.
    * @method Phaser.Circle.intersects
    * @param {Phaser.Circle} a - The first Circle object.
    * @param {Phaser.Circle} b - The second Circle object.
    * @return {boolean} A value of true if the specified object intersects with this Circle object; otherwise false.
    */
    Phaser.Circle.intersects = function (a, b) {

        return (Phaser.Math.distance(a.x, a.y, b.x, b.y) <= (a.radius + b.radius));

    };

    /**
    * Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.
    * @method Phaser.Circle.circumferencePoint
    * @param {Phaser.Circle} a - The first Circle object.
    * @param {number} angle - The angle in radians (unless asDegrees is true) to return the point from.
    * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
    * @param {Phaser.Point} [out] - An optional Point object to put the result in to. If none specified a new Point object will be created.
    * @return {Phaser.Point} The Point object holding the result.
    */
    Phaser.Circle.circumferencePoint = function (a, angle, asDegrees, out) {

        if (asDegrees === undefined) { asDegrees = false; }
        if (out === undefined) { out = new Phaser.Point(); }

        if (asDegrees === true)
        {
            angle = Phaser.Math.degToRad(angle);
        }

        out.x = a.x + a.radius * Math.cos(angle);
        out.y = a.y + a.radius * Math.sin(angle);

        return out;

    };

    /**
    * Checks if the given Circle and Rectangle objects intersect.
    * @method Phaser.Circle.intersectsRectangle
    * @param {Phaser.Circle} c - The Circle object to test.
    * @param {Phaser.Rectangle} r - The Rectangle object to test.
    * @return {boolean} True if the two objects intersect, otherwise false.
    */
    Phaser.Circle.intersectsRectangle = function (c, r) {

        var cx = Math.abs(c.x - r.x - r.halfWidth);
        var xDist = r.halfWidth + c.radius;

        if (cx > xDist)
        {
            return false;
        }

        var cy = Math.abs(c.y - r.y - r.halfHeight);
        var yDist = r.halfHeight + c.radius;

        if (cy > yDist)
        {
            return false;
        }

        if (cx <= r.halfWidth || cy <= r.halfHeight)
        {
            return true;
        }

        var xCornerDist = cx - r.halfWidth;
        var yCornerDist = cy - r.halfHeight;
        var xCornerDistSq = xCornerDist * xCornerDist;
        var yCornerDistSq = yCornerDist * yCornerDist;
        var maxCornerDistSq = c.radius * c.radius;

        return xCornerDistSq + yCornerDistSq <= maxCornerDistSq;

    };

    //   Because PIXI uses its own Circle, we'll replace it with ours to avoid duplicating code or confusion.
    PIXI.Circle = Phaser.Circle;