Math#reverseAngle()
  • References/Game Development/Phaser/Math/Math

reverseAngle(angleRad) → {number} Reverses an angle. Parameters

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

angleBetweenPoints(point1, point2) → {number} Find the angle of a segment from (point1.x, point1

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
Math#isEven()
  • References/Game Development/Phaser/Math/Math

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

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

timestamp(min, max) → {number} Returns a random timestamp between min and max, or between the beginning

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

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QuadTree#level
  • References/Game Development/Phaser/Math/QuadTree

level : number The current level. Source code:

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Math#difference()
  • References/Game Development/Phaser/Math/Math

difference(a, b) → {number} The absolute difference between two values. Parameters

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

sinCosGenerator(length, sinAmplitude, cosAmplitude, frequency) → {Object} Generate a sine and cosine

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

catmullRomInterpolation(v, k) → {number} A Catmull Rom Interpolation Method, mostly used by Phaser

2025-01-10 15:47:30