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

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

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

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

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

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

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

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

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

distancePow(x1, y1, x2, y2, pow) → {number} Returns the distance between

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

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

2025-01-10 15:47:30
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#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