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

catmullRomInterpolation(v, k) → {number} A Catmull Rom Interpolation Method, mostly used by Phaser

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

new Math() A collection of useful mathematical functions. These are normally accessed through game.math.

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

ceilTo(value, place, base) → {number} Ceils

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

isOdd(n) → {boolean} Returns true if the number given is odd. Parameters

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

getShortestAngle(angle1, angle2) → {number} Gets the shortest angle between angle1

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

fuzzyFloor(val, epsilon) → {number} Applies a fuzzy floor to the given

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

isEven(n) → {boolean} Returns true if the number given is even. Parameters

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

radToDeg(radians) → {number} Convert radians to degrees. Parameters

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

reverseAngle(angleRad) → {number} Reverses an angle. Parameters

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

sinCosGenerator(length, sinAmplitude, cosAmplitude, frequency) → {Object} Generate a sine and cosine

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