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

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

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

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

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

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

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

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

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