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)

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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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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#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

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

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

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

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

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

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

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

distanceSq(x1, y1, x2, y2) → {number} Returns the euclidean distance squared between the two given

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