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

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

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

clamp(v, min, max) → {number} Force a value within the boundaries by clamping it to the range min

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

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

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

populate(group) Populates this quadtree with the children of the given Group. In order to be added the child must exist and have a body

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

normalizeAngle(angleRad) → {number} Normalizes an angle to the [0,2pi) range. Parameters

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Math.PI2
  • References/Game Development/Phaser/Math/Math

<static> PI2 Twice PI. Properties:

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