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

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

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

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

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

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

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

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

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

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

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

mapLinear(x, a1, a2, b1, b2) → {number} Linear mapping from range to range Parameters

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

clampBottom(x, a) → {number} Clamp x to the range [a, Infinity).Roughly

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

between(min, max) → {number} Returns a number between the min and max

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

smootherstep(x, min, max) → {float} Smootherstep function as detailed at http://en.wikipedia.or

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

linear(p0, p1, t) → {number} Calculates a linear (interpolation) value over t. Parameters

2025-01-10 15:47:30