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

level : number The current level. Source code:

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

retrieve(source) → {array} Return all objects that could collide with the given Sprite or Rectangle

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

weightedPick(ary) → {any} Returns a random member of array, favoring the earlier entries

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

mapLinear(x, a1, a2, b1, b2) → {number} Linear mapping from range to range Parameters

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

linear(p0, p1, t) → {number} Calculates a linear (interpolation) value over t. Parameters

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

fuzzyEqual(a, b, epsilon) → {boolean} Two number are fuzzyEqual if

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

rotateToAngle(currentAngle, targetAngle, lerp) → {number} Rotates

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

smootherstep(x, min, max) → {float} Smootherstep function as detailed at http://en.wikipedia.or

2025-01-10 15:47:30