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

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

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

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

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

within(a, b, tolerance) → {boolean} Checks if two values are within the given tolerance of each

2025-01-10 15:47:30
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

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

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

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

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

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

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

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

angleBetweenY(x1, y1, x2, y2) → {number} Find the angle of a segment from (x1, y1) -> (x2, y2)

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

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

2025-01-10 15:47:30