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

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

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

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

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

distance(x1, y1, x2, y2) → {number} Returns the euclidian distance between the two given set of

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

snapToCeil(input, gap, start) → {number} Snap a value to nearest grid

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

max() → {number} Variation of Math.max that can be passed either an array of numbers or the numbers

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

fuzzyLessThan(a, b, epsilon) → {boolean} a is fuzzyLessThan

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

fuzzyCeil(val, epsilon) → {number} Applies a fuzzy ceil to the given

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

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

2025-01-10 15:47:30