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

max() → {number} Variation of Math.max that can be passed either an array of numbers or the numbers

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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

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

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

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

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

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

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

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

objects :array Array of quadtree children. Source code:

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

populateHandler(sprite) Handler for the populate method. Parameters

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

minSub(value, amount, min) → {number} Subtracts the given amount from the value, but never lets

2025-01-10 15:47:30