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

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

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

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

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

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

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

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

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

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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