@@ -278,13 +278,13 @@ var TransformMatrix = new Class({
278278 if ( a || b )
279279 {
280280 // var r = Math.sqrt(a * a + b * b);
281-
281+
282282 return ( b > 0 ) ? Math . acos ( a / this . scaleX ) : - Math . acos ( a / this . scaleX ) ;
283283 }
284284 else if ( c || d )
285285 {
286286 // var s = Math.sqrt(c * c + d * d);
287-
287+
288288 return MATH_CONST . TAU - ( ( d > 0 ) ? Math . acos ( - c / this . scaleY ) : - Math . acos ( c / this . scaleY ) ) ;
289289 }
290290 else
@@ -427,7 +427,7 @@ var TransformMatrix = new Class({
427427
428428 /**
429429 * Multiply this Matrix by the given Matrix.
430- *
430+ *
431431 * If an `out` Matrix is given then the results will be stored in it.
432432 * If it is not given, this matrix will be updated in place instead.
433433 * Use an `out` Matrix if you do not wish to mutate this matrix.
@@ -473,7 +473,7 @@ var TransformMatrix = new Class({
473473
474474 /**
475475 * Multiply this Matrix by the matrix given, including the offset.
476- *
476+ *
477477 * The offsetX is added to the tx value: `offsetX * a + offsetY * c + tx`.
478478 * The offsetY is added to the ty value: `offsetY * b + offsetY * d + ty`.
479479 *
@@ -707,7 +707,7 @@ var TransformMatrix = new Class({
707707
708708 /**
709709 * Copy the values in this Matrix to the array given.
710- *
710+ *
711711 * Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
712712 *
713713 * @method Phaser.GameObjects.Components.TransformMatrix#copyToArray
@@ -769,9 +769,9 @@ var TransformMatrix = new Class({
769769
770770 /**
771771 * Decompose this Matrix into its translation, scale and rotation values using QR decomposition.
772- *
772+ *
773773 * The result must be applied in the following order to reproduce the current matrix:
774- *
774+ *
775775 * translate -> rotate -> scale
776776 *
777777 * @method Phaser.GameObjects.Components.TransformMatrix#decomposeMatrix
@@ -863,7 +863,7 @@ var TransformMatrix = new Class({
863863 /**
864864 * Takes the `x` and `y` values and returns a new position in the `output` vector that is the inverse of
865865 * the current matrix with its transformation applied.
866- *
866+ *
867867 * Can be used to translate points from world to local space.
868868 *
869869 * @method Phaser.GameObjects.Components.TransformMatrix#applyInverse
@@ -902,7 +902,7 @@ var TransformMatrix = new Class({
902902 *
903903 * @method Phaser.GameObjects.Components.TransformMatrix#getX
904904 * @since 3.12.0
905- *
905+ *
906906 * @param {number } x - The x value.
907907 * @param {number } y - The y value.
908908 *
@@ -919,7 +919,7 @@ var TransformMatrix = new Class({
919919 *
920920 * @method Phaser.GameObjects.Components.TransformMatrix#getY
921921 * @since 3.12.0
922- *
922+ *
923923 * @param {number } x - The x value.
924924 * @param {number } y - The y value.
925925 *
@@ -932,12 +932,12 @@ var TransformMatrix = new Class({
932932
933933 /**
934934 * Returns the X component of this matrix multiplied by the given values.
935- *
935+ *
936936 * This is the same as `x * a + y * c + e`, optionally passing via `Math.round`.
937937 *
938938 * @method Phaser.GameObjects.Components.TransformMatrix#getXRound
939939 * @since 3.50.0
940- *
940+ *
941941 * @param {number } x - The x value.
942942 * @param {number } y - The y value.
943943 * @param {boolean } [round=false] - Math.round the resulting value?
@@ -958,12 +958,12 @@ var TransformMatrix = new Class({
958958
959959 /**
960960 * Returns the Y component of this matrix multiplied by the given values.
961- *
961+ *
962962 * This is the same as `x * b + y * d + f`, optionally passing via `Math.round`.
963963 *
964964 * @method Phaser.GameObjects.Components.TransformMatrix#getYRound
965965 * @since 3.50.0
966- *
966+ *
967967 * @param {number } x - The x value.
968968 * @param {number } y - The y value.
969969 * @param {boolean } [round=false] - Math.round the resulting value?
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