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

level : number The current level. Source code:

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

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

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

normal() → {number} Returns a random real number between -1 and 1. Returns

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

angleBetweenPoints(point1, point2) → {number} Find the angle of a segment from (point1.x, point1

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

between(min, max) → {number} Returns a number between the min and max

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

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

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

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

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

clampBottom(x, a) → {number} Clamp x to the range [a, Infinity).Roughly

2025-01-10 15:47:30