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

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

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

integerInRange(min, max) → {number} Returns a random integer between and including min and max.

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

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

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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

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

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

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

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

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

sign() → {number} Returns a sign to be used with multiplication operator. Returns

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

maxLevels : number The maximum number of levels to break down to. Default

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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

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

uuid() → {string} Returns a valid RFC4122 version4 ID hex string from https://gist.github.com/1308368

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