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

angleBetweenPoints(point1, point2) → {number} Find the angle of a segment from (point1.x, point1

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

average() → {number} Averages all values passed to the function and returns the result.

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

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

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

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

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

fuzzyEqual(a, b, epsilon) → {boolean} Two number are fuzzyEqual if

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

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

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

rotateToAngle(currentAngle, targetAngle, lerp) → {number} Rotates

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