RandomDataGenerator#sow()
  • References/Game Development/Phaser/Math/RandomDataGenerator

sow(seeds) Reset the seed of the random data generator. Note: the seed array is only processed up to the first undefined

2025-01-10 15:47:30
Math#isOdd()
  • References/Game Development/Phaser/Math/Math

isOdd(n) → {boolean} Returns true if the number given is odd. Parameters

2025-01-10 15:47:30
QuadTree#bounds
  • References/Game Development/Phaser/Math/QuadTree

bounds : Object Object that contains the quadtree bounds. Source code:

2025-01-10 15:47:30
QuadTree#getIndex()
  • References/Game Development/Phaser/Math/QuadTree

getIndex(rect) → {number} Determine which node the object belongs to. Parameters

2025-01-10 15:47:30
Math#isEven()
  • References/Game Development/Phaser/Math/Math

isEven(n) → {boolean} Returns true if the number given is even. Parameters

2025-01-10 15:47:30
Math#fuzzyFloor()
  • References/Game Development/Phaser/Math/Math

fuzzyFloor(val, epsilon) → {number} Applies a fuzzy floor to the given

2025-01-10 15:47:30
Math#getShortestAngle()
  • References/Game Development/Phaser/Math/Math

getShortestAngle(angle1, angle2) → {number} Gets the shortest angle between angle1

2025-01-10 15:47:30
Math#Math
  • References/Game Development/Phaser/Math/Math

new Math() A collection of useful mathematical functions. These are normally accessed through game.math.

2025-01-10 15:47:30
RandomDataGenerator#normal()
  • References/Game Development/Phaser/Math/RandomDataGenerator

normal() → {number} Returns a random real number between -1 and 1. Returns

2025-01-10 15:47:30
QuadTree#retrieve()
  • References/Game Development/Phaser/Math/QuadTree

retrieve(source) → {array} Return all objects that could collide with the given Sprite or Rectangle

2025-01-10 15:47:30