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

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

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

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

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

distancePow(x1, y1, x2, y2, pow) → {number} Returns the distance between

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

new QuadTree(x, y, width, height, maxObjects, maxLevels, level)

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

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

2025-01-10 15:47:30
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