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

frac() → {number} Returns a random real number between 0 and 1. Returns

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

snapToCeil(input, gap, start) → {number} Snap a value to nearest grid

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

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

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

integer() → {number} Returns a random integer between 0 and 2^32. Returns

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

maxObjects : number The maximum number of objects per node. Default Value

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

state(state) → {string} Gets or Sets the state of the generator. This

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

distance(x1, y1, x2, y2) → {number} Returns the euclidian distance between the two given set of

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

split() Split the node into 4 subnodes Source code:

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

fuzzyLessThan(a, b, epsilon) → {boolean} a is fuzzyLessThan

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

angleBetween(x1, y1, x2, y2) → {number} Find the angle of a segment from (x1, y1) -> (x2, y2)

2025-01-10 15:47:30