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

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

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

within(a, b, tolerance) → {boolean} Checks if two values are within the given tolerance of each

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

sign(x) → {integer} A value representing the sign of the value: -1 for negative, +1 for positive

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

floorTo(value, place, base) → {number}

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

roundTo(value, place, base) → {number}

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

percent(a, b, base) → {number} Work out what percentage value a

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

wrap(value, min, max) → {number} Ensures that the value always stays between min and max, by wrapping

2025-01-10 15:47:30