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

bezierInterpolation(v, k) → {number} A Bezier Interpolation Method, mostly used by Phaser.Tween

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

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

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

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

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

floorTo(value, place, base) → {number}

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

wrap(value, min, max) → {number} Ensures that the value always stays between min and max, by wrapping

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

maxProperty() → {number} Variation of Math.max that can be passed a property and either an array

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

smoothstep(x, min, max) → {float} Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep

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

percent(a, b, base) → {number} Work out what percentage value a

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

sign(x) → {integer} A value representing the sign of the value: -1 for negative, +1 for positive

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