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

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

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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

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
RandomDataGenerator#real()
  • References/Game Development/Phaser/Math/RandomDataGenerator

real() → {number} Returns a random real number between 0 and 2^32. Returns

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

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

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RandomDataGenerator#pick()
  • References/Game Development/Phaser/Math/RandomDataGenerator

pick(ary) → {any} Returns a random member of array. Parameters

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

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

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

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

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