RotateAround = function (point, x, y, angle)
{
    var c = Math.cos(angle);
    var s = Math.sin(angle);

    var tx = point.x - x;
    var ty = point.y - y;

    point.x = tx * c - ty * s + x;
    point.y = tx * s + ty * c + y;

    return point;
}
Rotate a `point` around `x` and `y` to the given `angle`, at the same distance.

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

@function Phaser.Math.RotateAround
@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.

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