text: /**
   * Math.js Reusable mathematical functions for performing game calculations
   */
  
  import * as constants from './constants'
  
  
  let getNormalizedMouseVector = (x, y)=> {
      return new Phaser.Point(
          x - constants.GAME_WIDTH / 2,
          (y - constants.GAME_HEIGHT / 2)
      ).normalize();
  };
  
  {
      let baselineVector = new Phaser.Point(0, 0);
      var getMouseRotation = (x, y) => {
          let vec = getNormalizedMouseVector(x, y);
          return baselineVector.angle(vec);
      };
  }
  
  let getBulletVelocity = (target, shooter, bulletSpeed) => {
  
  };
  
  /**
   * Check if the target is within the camera specified.
   * @param target Target to check
   * @param camera The camera
   */
  let inCamera = (target, camera) => {
      if (target.position.x >= camera.x &&
          target.position.x <= camera.x + camera.width &&
          target.position.y >= camera.y &&
          target.position.y <= camera.y + camera.height) {
          return true;
      }
      return false;
  };
  
  export {getMouseRotation, getNormalizedMouseVector, inCamera}
  