RotateAroundDistance = function (point, x, y, angle, distance)
{
    var t = angle + Math.atan2(point.y - y, point.x - x);

    point.x = x + (distance * Math.cos(t));
    point.y = y + (distance * Math.sin(t));

    return point;
}
Rotate a `point` around `x` and `y` by the given `angle` and `distance`.

In polar notation, this maps a point from (r, t) to (distance, t + angle), vs. the origin (x, y).

@function Phaser.Math.RotateAroundDistance
@since 3.0.0

@generic {Phaser.Types.Math.Vector2Like} T - [point,$return]

@param {(Phaser.Geom.Point|object)} point - The point to be rotated.
@param {number} x - The horizontal coordinate to rotate around.
@param {number} y - The vertical coordinate to rotate around.
@param {number} angle - The angle of rotation in radians.
@param {number} distance - The distance from (x, y) to place the point at.

@return {Phaser.Types.Math.Vector2Like} The given point.