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

wrapValue(value, amount, max) → {number} Adds value to amount and ensures that the result always

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

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

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

maxAdd(value, amount, max) → {number} Adds the given amount to the value, but never lets the value

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

shear(n) → {number} Parameters Name Type

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

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

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

nodes :array Array of associated child nodes. Source code:

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

minProperty() → {number} Variation of Math.min that can be passed a property and either an array

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

realInRange(min, max) → {number} Returns a random real number between min and max. Parameters

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

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

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