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

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

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

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

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

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

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Math.PI2
  • References/Game Development/Phaser/Math/Math

<static> PI2 Twice PI. Properties:

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

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

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

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

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

maxAdd(value, amount, max) → {number} Adds the given amount to the value, but never lets the value

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

distanceSq(x1, y1, x2, y2) → {number} Returns the euclidean distance squared between the two given

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

shear(n) → {number} Parameters Name Type

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