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

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

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

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

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

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

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

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

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

ceilTo(value, place, base) → {number} Ceils

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

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

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

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

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

radToDeg(radians) → {number} Convert radians to degrees. Parameters

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

linearInterpolation(v, k) → {number} A Linear Interpolation Method, mostly used by Phaser.Tween

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QuadTree#reset()
  • References/Game Development/Phaser/Math/QuadTree

reset(x, y, width, height, maxObjects, maxLevels, level)

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