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

insert(body) Insert the object into the node. If the node exceeds the capacity, it will split and add all objects to their corresponding

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

fuzzyCeil(val, epsilon) → {number} Applies a fuzzy ceil to the given

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

wrapAngle(angle, radians) → {number} Keeps an angle value between

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

objects :array Array of quadtree children. Source code:

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

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

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

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

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

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

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

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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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