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

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

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

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

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

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

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

level : number The current level. Source code:

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

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

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

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

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

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

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

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

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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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