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

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

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

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

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

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

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

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

2025-01-10 15:47:30