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| Array.prototype.interpolate = function(n, start1, stop1, start2, stop2) { | |
| return ((n-start1)/(stop1-start1))*(stop2-start2)+start2; | |
| }; |
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| /** | |
| * This function takes a canvas, context, width and height. It scales both the | |
| * canvas and the context in such a way that everything you draw will be as | |
| * sharp as possible for the device. | |
| * | |
| * It doesn't return anything, it just modifies whatever canvas and context you | |
| * pass in. | |
| * | |
| * Adapted from Paul Lewis's code here: | |
| * http://www.html5rocks.com/en/tutorials/canvas/hidpi/ |
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| /** | |
| * Converts an RGB color value to HSL. Conversion formula | |
| * adapted from http://en.wikipedia.org/wiki/HSL_color_space. | |
| * Assumes r, g, and b are contained in the set [0, 255] and | |
| * returns h, s, and l in the set [0, 1]. | |
| * | |
| * @param Number r The red color value | |
| * @param Number g The green color value | |
| * @param Number b The blue color value | |
| * @return Array The HSL representation |
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| var touchstartX = 0; | |
| var touchstartY = 0; | |
| var touchendX = 0; | |
| var touchendY = 0; | |
| var gesuredZone = document.getElementById('gesuredZone'); | |
| gesuredZone.addEventListener('touchstart', function(event) { | |
| touchstartX = event.screenX; | |
| touchstartY = event.screenY; |
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| // Determine if an element is in the visible viewport | |
| function isInViewport(element) { | |
| var rect = element.getBoundingClientRect(); | |
| var html = document.documentElement; | |
| return ( | |
| rect.top >= 0 && | |
| rect.left >= 0 && | |
| rect.bottom <= (window.innerHeight || html.clientHeight) && | |
| rect.right <= (window.innerWidth || html.clientWidth) | |
| ); |
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| var Vector = function(x, y) { | |
| this.x = x || 0; | |
| this.y = y || 0; | |
| }; | |
| // return the angle of the vector in radians | |
| Vector.prototype.getDirection = function() { | |
| return Math.atan2(this.y, this.x); | |
| }; |