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

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

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

wrapAngle(angle, radians) → {number} Keeps an angle value between

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

clamp(v, min, max) → {number} Force a value within the boundaries by clamping it to the range min

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

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

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#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