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

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

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

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

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

difference(a, b) → {number} The absolute difference between two values. 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#average()
  • References/Game Development/Phaser/Math/Math

average() → {number} Averages all values passed to the function and returns the result.

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

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

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