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

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

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

factorial(value) → {number} Parameters Name Type

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

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

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

minSub(value, amount, min) → {number} Subtracts the given amount from the value, but never lets

2025-01-10 15:47:30
Math.PI2
  • References/Game Development/Phaser/Math/Math

<static> PI2 Twice PI. Properties:

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

shear(n) → {number} Parameters Name Type

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

normalizeAngle(angleRad) → {number} Normalizes an angle to the [0,2pi) range. Parameters

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

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

2025-01-10 15:47:30