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

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

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

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

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

wrapValue(value, amount, max) → {number} Adds value to amount and ensures that the result always

2025-01-10 15:47:30
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

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

shear(n) → {number} Parameters Name Type

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

minProperty() → {number} Variation of Math.min that can be passed a property and either an array

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

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

2025-01-10 15:47:30