Phaser.Math

Phaser.Math.Angle

Between

<static> Between(x1, y1, x2, y2)

Description:

Find the angle of a segment from (x1, y1) -> (x2, y2).

Parameters:

nametypeoptionaldescription
x1numberNoThe x coordinate of the first point.
y1numberNoThe y coordinate of the first point.
x2numberNoThe x coordinate of the second point.
y2numberNoThe y coordinate of the second point.

Returns: number - The angle in radians.

Source: src/math/angle/Between.js#L7
Since: 3.0.0

BetweenPoints

<static> BetweenPoints(point1, point2)

Description:

Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).

Calculates the angle of the vector from the first point to the second point.

Parameters:

nametypeoptionaldescription
point1Phaser.Types.Math.Vector2LikeNoThe first point.
point2Phaser.Types.Math.Vector2LikeNoThe second point.

Returns: number - The angle in radians.

Source: src/math/angle/BetweenPoints.js#L7
Since: 3.0.0

BetweenPointsY

<static> BetweenPointsY(point1, point2)

Description:

Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).

The difference between this method and Phaser.Math.Angle.BetweenPoints is that this assumes the y coordinate travels down the screen.

Parameters:

nametypeoptionaldescription
point1Phaser.Types.Math.Vector2LikeNoThe first point.
point2Phaser.Types.Math.Vector2LikeNoThe second point.

Returns: number - The angle in radians.

Source: src/math/angle/BetweenPointsY.js#L7
Since: 3.0.0

BetweenY

<static> BetweenY(x1, y1, x2, y2)

Description:

Find the angle of a segment from (x1, y1) -> (x2, y2).

The difference between this method and Phaser.Math.Angle.Between is that this assumes the y coordinate travels down the screen.

Parameters:

nametypeoptionaldescription
x1numberNoThe x coordinate of the first point.
y1numberNoThe y coordinate of the first point.
x2numberNoThe x coordinate of the second point.
y2numberNoThe y coordinate of the second point.

Returns: number - The angle in radians.

Source: src/math/angle/BetweenY.js#L7
Since: 3.0.0

CounterClockwise

<static> CounterClockwise(angle)

Description:

Takes an angle in Phasers default clockwise format and converts it so that 0 is North, 90 is West, 180 is South and 270 is East, therefore running counter-clockwise instead of clockwise.

You can pass in the angle from a Game Object using:

var converted = CounterClockwise(gameobject.rotation);

All values for this function are in radians.

Parameters:

nametypeoptionaldescription
anglenumberNoThe angle to convert, in radians.

Returns: number - The converted angle, in radians.

Source: src/math/angle/CounterClockwise.js#L9
Since: 3.16.0

Normalize

<static> Normalize(angle)

Description:

Normalize an angle to the [0, 2pi] range.

Parameters:

nametypeoptionaldescription
anglenumberNoThe angle to normalize, in radians.

Returns: number - The normalized angle, in radians.

Source: src/math/angle/Normalize.js#L7
Since: 3.0.0

Random

<static> Random()

Description:

Returns a random angle in the range [-pi, pi].

Returns: number - The angle, in radians.

Source: src/math/angle/Random.js#L10
Since: 3.23.0

RandomDegrees

<static> RandomDegrees()

Description:

Returns a random angle in the range [-180, 180].

Returns: number - The angle, in degrees.

Source: src/math/angle/RandomDegrees.js#L10
Since: 3.23.0

Reverse

<static> Reverse(angle)

Description:

Reverse the given angle.

Parameters:

nametypeoptionaldescription
anglenumberNoThe angle to reverse, in radians.

Returns: number - The reversed angle, in radians.

Source: src/math/angle/Reverse.js#L9
Since: 3.0.0

RotateTo

<static> RotateTo(currentAngle, targetAngle, [lerp])

Description:

Rotates currentAngle towards targetAngle, taking the shortest rotation distance. The lerp argument is the amount to rotate by in this call.

Parameters:

nametypeoptionaldefaultdescription
currentAnglenumberNoThe current angle, in radians.
targetAnglenumberNoThe target angle to rotate to, in radians.
lerpnumberYes0.05The lerp value to add to the current angle.

Returns: number - The adjusted angle.

Source: src/math/angle/RotateTo.js#L9
Since: 3.0.0

ShortestBetween

<static> ShortestBetween(angle1, angle2)

Description:

Gets the shortest angle between angle1 and angle2.

Both angles must be in the range -180 to 180, which is the same clamped range that sprite.angle uses, so you can pass in two sprite angles to this method and get the shortest angle back between the two of them.

The angle returned will be in the same range. If the returned angle is greater than 0 then it's a counter-clockwise rotation, if < 0 then it's a clockwise rotation.

Parameters:

nametypeoptionaldescription
angle1numberNoThe first angle in the range -180 to 180.
angle2numberNoThe second angle in the range -180 to 180.

Returns: number - The shortest angle, in degrees. If greater than zero it's a counter-clockwise rotation.

Source: src/math/angle/ShortestBetween.js#L7
Since: 3.0.0

Wrap

<static> Wrap(angle)

Description:

Wrap an angle.

Wraps the angle to a value in the range of -PI to PI.

Parameters:

nametypeoptionaldescription
anglenumberNoThe angle to wrap, in radians.

Returns: number - The wrapped angle, in radians.

Source: src/math/angle/Wrap.js#L9
Since: 3.0.0

WrapDegrees

<static> WrapDegrees(angle)

Description:

Wrap an angle in degrees.

Wraps the angle to a value in the range of -180 to 180.

Parameters:

nametypeoptionaldescription
anglenumberNoThe angle to wrap, in degrees.

Returns: number - The wrapped angle, in degrees.

Source: src/math/angle/WrapDegrees.js#L9
Since: 3.0.0

Average

<static> Average(values)

Description:

Calculate the mean average of the given values.

Parameters:

nametypeoptionaldescription
valuesArray.<number>NoThe values to average.

Returns: number - The average value.

Source: src/math/Average.js#L7
Since: 3.0.0

Bernstein

<static> Bernstein(n, i)

Description:

Calculates the Bernstein basis from the three factorial coefficients.

Parameters:

nametypeoptionaldescription
nnumberNoThe first value.
inumberNoThe second value.

Returns: number - The Bernstein basis of Factorial(n) / Factorial(i) / Factorial(n - i)

Source: src/math/Bernstein.js#L9
Since: 3.0.0

Between

<static> Between(min, max)

Description:

Compute a random integer between the min and max values, inclusive.

Parameters:

nametypeoptionaldescription
minnumberNoThe minimum value.
maxnumberNoThe maximum value.

Returns: number - The random integer.

Source: src/math/Between.js#L7
Since: 3.0.0

CatmullRom

<static> CatmullRom(t, p0, p1, p2, p3)

Description:

Calculates a Catmull-Rom value from the given points, based on an alpha of 0.5.

Parameters:

nametypeoptionaldescription
tnumberNoThe amount to interpolate by.
p0numberNoThe first control point.
p1numberNoThe second control point.
p2numberNoThe third control point.
p3numberNoThe fourth control point.

Returns: number - The Catmull-Rom value.

Source: src/math/CatmullRom.js#L7
Since: 3.0.0

CeilTo

<static> CeilTo(value, [place], [base])

Description:

Ceils to some place comparative to a base, default is 10 for decimal place.

The place is represented by the power applied to base to get that place.

Parameters:

nametypeoptionaldefaultdescription
valuenumberNoThe value to round.
placenumberYes0The place to round to.
basenumberYes10The base to round in. Default is 10 for decimal.

Returns: number - The rounded value.

Source: src/math/CeilTo.js#L7
Since: 3.0.0

Clamp

<static> Clamp(value, min, max)

Description:

Force a value within the boundaries by clamping it to the range min, max.

Parameters:

nametypeoptionaldescription
valuenumberNoThe value to be clamped.
minnumberNoThe minimum bounds.
maxnumberNoThe maximum bounds.

Returns: number - The clamped value.

Source: src/math/Clamp.js#L7
Since: 3.0.0

DegToRad

<static> DegToRad(degrees)

Description:

Convert the given angle from degrees, to the equivalent angle in radians.

Parameters:

nametypeoptionaldescription
degreesnumberNoThe angle (in degrees) to convert to radians.

Returns: number - The given angle converted to radians.

Source: src/math/DegToRad.js#L9
Since: 3.0.0

Difference

<static> Difference(a, b)

Description:

Calculates the positive difference of two given numbers.

Parameters:

nametypeoptionaldescription
anumberNoThe first number in the calculation.
bnumberNoThe second number in the calculation.

Returns: number - The positive difference of the two given numbers.

Source: src/math/Difference.js#L7
Since: 3.0.0

Factorial

<static> Factorial(value)

Description:

Calculates the factorial of a given number for integer values greater than 0.

Parameters:

nametypeoptionaldescription
valuenumberNoA positive integer to calculate the factorial of.

Returns: number - The factorial of the given number.

Source: src/math/Factorial.js#L7
Since: 3.0.0

FloatBetween

<static> FloatBetween(min, max)

Description:

Generate a random floating point number between the two given bounds, minimum inclusive, maximum exclusive.

Parameters:

nametypeoptionaldescription
minnumberNoThe lower bound for the float, inclusive.
maxnumberNoThe upper bound for the float exclusive.

Returns: number - A random float within the given range.

Source: src/math/FloatBetween.js#L7
Since: 3.0.0

FloorTo

<static> FloorTo(value, [place], [base])

Description:

Floors to some place comparative to a base, default is 10 for decimal place.

The place is represented by the power applied to base to get that place.

Parameters:

nametypeoptionaldefaultdescription
valuenumberNoThe value to round.
placenumberYes0The place to round to.
basenumberYes10The base to round in. Default is 10 for decimal.

Returns: number - The rounded value.

Source: src/math/FloorTo.js#L7
Since: 3.0.0

FromPercent

<static> FromPercent(percent, min, [max])

Description:

Return a value based on the range between min and max and the percentage given.

Parameters:

nametypeoptionaldescription
percentnumberNoA value between 0 and 1 representing the percentage.
minnumberNoThe minimum value.
maxnumberYesThe maximum value.

Returns: number - The value that is percent percent between min and max.

Source: src/math/FromPercent.js#L9
Since: 3.0.0

GetSpeed

<static> GetSpeed(distance, time)

Description:

Calculate a per-ms speed from a distance and time (given in seconds).

Parameters:

nametypeoptionaldescription
distancenumberNoThe distance.
timenumberNoThe time, in seconds.

Returns: number - The speed, in distance per ms.

Source: src/math/GetSpeed.js#L7
Since: 3.0.0

IsEven

<static> IsEven(value)

Description:

Check if a given value is an even number.

Parameters:

nametypeoptionaldescription
valuenumberNoThe number to perform the check with.

Returns: boolean - Whether the number is even or not.

Source: src/math/IsEven.js#L7
Since: 3.0.0

IsEvenStrict

<static> IsEvenStrict(value)

Description:

Check if a given value is an even number using a strict type check.

Parameters:

nametypeoptionaldescription
valuenumberNoThe number to perform the check with.

Returns: boolean - Whether the number is even or not.

Source: src/math/IsEvenStrict.js#L7
Since: 3.0.0

Linear

<static> Linear(p0, p1, t)

Description:

Calculates a linear (interpolation) value over t.

Parameters:

nametypeoptionaldescription
p0numberNoThe first point.
p1numberNoThe second point.
tnumberNoThe percentage between p0 and p1 to return, represented as a number between 0 and 1.

Returns: number - The step t% of the way between p0 and p1.

Source: src/math/Linear.js#L7
Since: 3.0.0

LinearXY

<static> LinearXY(vector1, vector2, [t])

Description:

Interpolates two given Vectors and returns a new Vector between them.

Does not modify either of the passed Vectors.

Parameters:

nametypeoptionaldefaultdescription
vector1Phaser.Math.Vector2NoStarting vector
vector2Phaser.Math.Vector2NoEnding vector
tnumberYes0The percentage between vector1 and vector2 to return, represented as a number between 0 and 1.

Returns: Phaser.Math.Vector2 - The step t% of the way between vector1 and vector2.

Source: src/math/LinearXY.js#L7
Since: 3.60.0

MaxAdd

<static> MaxAdd(value, amount, max)

Description:

Add an amount to a value, limiting the maximum result to max.

Parameters:

nametypeoptionaldescription
valuenumberNoThe value to add to.
amountnumberNoThe amount to add.
maxnumberNoThe maximum value to return.

Returns: number - The resulting value.

Source: src/math/MaxAdd.js#L7
Since: 3.0.0

Median

<static> Median(values)

Description:

Calculate the median of the given values. The values are sorted and the middle value is returned. In case of an even number of values, the average of the two middle values is returned.

Parameters:

nametypeoptionaldescription
valuesArray.<number>NoThe values to average.

Returns: number - The median value.

Source: src/math/Median.js#L7
Since: 3.54.0

MinSub

<static> MinSub(value, amount, min)

Description:

Subtract an amount from value, limiting the minimum result to min.

Parameters:

nametypeoptionaldescription
valuenumberNoThe value to subtract from.
amountnumberNoThe amount to subtract.
minnumberNoThe minimum value to return.

Returns: number - The resulting value.

Source: src/math/MinSub.js#L7
Since: 3.0.0

Percent

<static> Percent(value, min, [max], [upperMax])

Description:

Work out what percentage value is of the range between min and max. If max isn't given then it will return the percentage of value to min.

You can optionally specify an upperMax value, which is a mid-way point in the range that represents 100%, after which the % starts to go down to zero again.

Parameters:

nametypeoptionaldescription
valuenumberNoThe value to determine the percentage of.
minnumberNoThe minimum value.
maxnumberYesThe maximum value.
upperMaxnumberYesThe mid-way point in the range that represents 100%.

Returns: number - A value between 0 and 1 representing the percentage.

Source: src/math/Percent.js#L7
Since: 3.0.0

RadToDeg

<static> RadToDeg(radians)

Description:

Convert the given angle in radians, to the equivalent angle in degrees.

Parameters:

nametypeoptionaldescription
radiansnumberNoThe angle in radians to convert ot degrees.

Returns: number - The given angle converted to degrees.

Source: src/math/RadToDeg.js#L9
Since: 3.0.0

RandomXY

<static> RandomXY(vector, [scale])

Description:

Compute a random unit vector.

Computes random values for the given vector between -1 and 1 that can be used to represent a direction.

Optionally accepts a scale value to scale the resulting vector by.

Parameters:

nametypeoptionaldefaultdescription
vectorPhaser.Math.Vector2NoThe Vector to compute random values for.
scalenumberYes1The scale of the random values.

Returns: Phaser.Math.Vector2 - The given Vector.

Source: src/math/RandomXY.js#L7
Since: 3.0.0

RandomXYZ

<static> RandomXYZ(vec3, [radius])

Description:

Compute a random position vector in a spherical area, optionally defined by the given radius.

Parameters:

nametypeoptionaldefaultdescription
vec3Phaser.Math.Vector3NoThe Vector to compute random values for.
radiusnumberYes1The radius.

Returns: Phaser.Math.Vector3 - The given Vector.

Source: src/math/RandomXYZ.js#L7
Since: 3.0.0

RandomXYZW

<static> RandomXYZW(vec4, [scale])

Description:

Compute a random four-dimensional vector.

Parameters:

nametypeoptionaldefaultdescription
vec4Phaser.Math.Vector4NoThe Vector to compute random values for.
scalenumberYes1The scale of the random values.

Returns: Phaser.Math.Vector4 - The given Vector.

Source: src/math/RandomXYZW.js#L7
Since: 3.0.0

Rotate

<static> Rotate(point, angle)

Description:

Rotate a given point by a given angle around the origin (0, 0), in an anti-clockwise direction.

Parameters:

nametypeoptionaldescription
pointPhaser.Geom.Point | objectNoThe point to be rotated.
anglenumberNoThe angle to be rotated by in an anticlockwise direction.

Returns: Phaser.Geom.Point - The given point, rotated by the given angle in an anticlockwise direction.

Source: src/math/Rotate.js#L7
Since: 3.0.0

RotateAround

<static> RotateAround(point, x, y, angle)

Description:

Rotate a point around x and y to the given angle, at the same distance.

In polar notation, this maps a point from (r, t) to (r, angle), vs. the origin (x, y).

Tags:

  • generic

Parameters:

nametypeoptionaldescription
pointPhaser.Geom.Point | objectNoThe point to be rotated.
xnumberNoThe horizontal coordinate to rotate around.
ynumberNoThe vertical coordinate to rotate around.
anglenumberNoThe angle of rotation in radians.

Returns: Phaser.Types.Math.Vector2Like - The given point.

Source: src/math/RotateAround.js#L7
Since: 3.0.0

RotateAroundDistance

<static> RotateAroundDistance(point, x, y, angle, distance)

Description:

Rotate a point around x and y by the given angle and distance.

In polar notation, this maps a point from (r, t) to (distance, t + angle), vs. the origin (x, y).

Tags:

  • generic

Parameters:

nametypeoptionaldescription
pointPhaser.Geom.Point | objectNoThe point to be rotated.
xnumberNoThe horizontal coordinate to rotate around.
ynumberNoThe vertical coordinate to rotate around.
anglenumberNoThe angle of rotation in radians.
distancenumberNoThe distance from (x, y) to place the point at.

Returns: Phaser.Types.Math.Vector2Like - The given point.

Source: src/math/RotateAroundDistance.js#L7
Since: 3.0.0

RotateTo

<static> RotateTo(point, x, y, angle, distance)

Description:

Position a point at the given angle and distance to (x, y).

Tags:

  • generic

Parameters:

nametypeoptionaldescription
pointPhaser.Types.Math.Vector2LikeNoThe point to be positioned.
xnumberNoThe horizontal coordinate to position from.
ynumberNoThe vertical coordinate to position from.
anglenumberNoThe angle of rotation in radians.
distancenumberNoThe distance from (x, y) to place the point at.

Returns: Phaser.Types.Math.Vector2Like - The given point.

Source: src/math/RotateTo.js#L7
Since: 3.24.0

RotateVec3

<static> RotateVec3(vec, axis, radians)

Description:

Rotates a vector in place by axis angle.

This is the same as transforming a point by an axis-angle quaternion, but it has higher precision.

Parameters:

nametypeoptionaldescription
vecPhaser.Math.Vector3NoThe vector to be rotated.
axisPhaser.Math.Vector3NoThe axis to rotate around.
radiansnumberNoThe angle of rotation in radians.

Returns: Phaser.Math.Vector3 - The given vector.

Source: src/math/RotateVec3.js#L15
Since: 3.0.0

RoundAwayFromZero

<static> RoundAwayFromZero(value)

Description:

Round a given number so it is further away from zero. That is, positive numbers are rounded up, and negative numbers are rounded down.

Parameters:

nametypeoptionaldescription
valuenumberNoThe number to round.

Returns: number - The rounded number, rounded away from zero.

Source: src/math/RoundAwayFromZero.js#L7
Since: 3.0.0

RoundTo

<static> RoundTo(value, [place], [base])

Description:

Round a value to the given precision.

For example:

RoundTo(123.456, 0) = 123
RoundTo(123.456, 1) = 120
RoundTo(123.456, 2) = 100

To round the decimal, i.e. to round to precision, pass in a negative place:

RoundTo(123.456789, 0) = 123
RoundTo(123.456789, -1) = 123.5
RoundTo(123.456789, -2) = 123.46
RoundTo(123.456789, -3) = 123.457

Parameters:

nametypeoptionaldefaultdescription
valuenumberNoThe value to round.
placenumberYes0The place to round to. Positive to round the units, negative to round the decimal.
basenumberYes10The base to round in. Default is 10 for decimal.

Returns: number - The rounded value.

Source: src/math/RoundTo.js#L7
Since: 3.0.0

SinCosTableGenerator

<static> SinCosTableGenerator(length, [sinAmp], [cosAmp], [frequency])

Description:

Generate a series of sine and cosine values.

Parameters:

nametypeoptionaldefaultdescription
lengthnumberNoThe number of values to generate.
sinAmpnumberYes1The sine value amplitude.
cosAmpnumberYes1The cosine value amplitude.
frequencynumberYes1The frequency of the values.

Returns: Phaser.Types.Math.SinCosTable - The generated values.

Source: src/math/SinCosTableGenerator.js#L7
Since: 3.0.0

SmootherStep

<static> SmootherStep(x, min, max)

Description:

Calculate a smoother interpolation percentage of x between min and max.

The function receives the number x as an argument and returns 0 if x is less than or equal to the left edge, 1 if x is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial, between 0 and 1 otherwise.

Produces an even smoother interpolation than Phaser.Math.SmoothStep.

Parameters:

nametypeoptionaldescription
xnumberNoThe input value.
minnumberNoThe minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
maxnumberNoThe maximum value, also known as the 'right edge', assumed greater than the 'left edge'.

Returns: number - The percentage of interpolation, between 0 and 1.

Source: src/math/SmootherStep.js#L7
Since: 3.0.0

SmoothStep

<static> SmoothStep(x, min, max)

Description:

Calculate a smooth interpolation percentage of x between min and max.

The function receives the number x as an argument and returns 0 if x is less than or equal to the left edge, 1 if x is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial, between 0 and 1 otherwise.

Parameters:

nametypeoptionaldescription
xnumberNoThe input value.
minnumberNoThe minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
maxnumberNoThe maximum value, also known as the 'right edge', assumed greater than the 'left edge'.

Returns: number - The percentage of interpolation, between 0 and 1.

Source: src/math/SmoothStep.js#L7
Since: 3.0.0

ToXY

<static> ToXY(index, width, height, [out])

Description:

Returns a Vector2 containing the x and y position of the given index in a width x height sized grid.

For example, in a 6 x 4 grid, index 16 would equal x: 4 y: 2.

If the given index is out of range an empty Vector2 is returned.

Parameters:

nametypeoptionaldescription
indexnumberNoThe position within the grid to get the x/y value for.
widthnumberNoThe width of the grid.
heightnumberNoThe height of the grid.
outPhaser.Math.Vector2YesAn optional Vector2 to store the result in. If not given, a new Vector2 instance will be created.

Returns: Phaser.Math.Vector2 - A Vector2 where the x and y properties contain the given grid index.

Source: src/math/ToXY.js#L9
Since: 3.19.0

TransformXY

<static> TransformXY(x, y, positionX, positionY, rotation, scaleX, scaleY, [output])

Description:

Takes the x and y coordinates and transforms them into the same space as defined by the position, rotation and scale values.

Parameters:

nametypeoptionaldescription
xnumberNoThe x coordinate to be transformed.
ynumberNoThe y coordinate to be transformed.
positionXnumberNoHorizontal position of the transform point.
positionYnumberNoVertical position of the transform point.
rotationnumberNoRotation of the transform point, in radians.
scaleXnumberNoHorizontal scale of the transform point.
scaleYnumberNoVertical scale of the transform point.
outputPhaser.Math.Vector2 | Phaser.Geom.PointobjectYes

Returns: Phaser.Math.Vector2, Phaser.Geom.Point, object - The translated point.

Source: src/math/TransformXY.js#L9
Since: 3.0.0

Within

<static> Within(a, b, tolerance)

Description:

Checks if the two values are within the given tolerance of each other.

Parameters:

nametypeoptionaldescription
anumberNoThe first value to use in the calculation.
bnumberNoThe second value to use in the calculation.
tolerancenumberNoThe tolerance. Anything equal to or less than this value is considered as being within range.

Returns: boolean - Returns true if a is less than or equal to the tolerance of b.

Source: src/math/Within.js#L7
Since: 3.0.0

Wrap

<static> Wrap(value, min, max)

Description:

Wrap the given value between min and max.

Parameters:

nametypeoptionaldescription
valuenumberNoThe value to wrap.
minnumberNoThe minimum value.
maxnumberNoThe maximum value.

Returns: number - The wrapped value.

Source: src/math/Wrap.js#L7
Since: 3.0.0

Phaser.Math.Distance

Between

<static> Between(x1, y1, x2, y2)

Description:

Calculate the distance between two sets of coordinates (points).

Parameters:

nametypeoptionaldescription
x1numberNoThe x coordinate of the first point.
y1numberNoThe y coordinate of the first point.
x2numberNoThe x coordinate of the second point.
y2numberNoThe y coordinate of the second point.

Returns: number - The distance between each point.

Source: src/math/distance/DistanceBetween.js#L7
Since: 3.0.0

BetweenPoints

<static> BetweenPoints(a, b)

Description:

Calculate the distance between two points.

Parameters:

nametypeoptionaldescription
aPhaser.Types.Math.Vector2LikeNoThe first point.
bPhaser.Types.Math.Vector2LikeNoThe second point.

Returns: number - The distance between the points.

Source: src/math/distance/DistanceBetweenPoints.js#L7
Since: 3.22.0

BetweenPointsSquared

<static> BetweenPointsSquared(a, b)

Description:

Calculate the squared distance between two points.

Parameters:

nametypeoptionaldescription
aPhaser.Types.Math.Vector2LikeNoThe first point.
bPhaser.Types.Math.Vector2LikeNoThe second point.

Returns: number - The squared distance between the points.

Source: src/math/distance/DistanceBetweenPointsSquared.js#L7
Since: 3.22.0

Chebyshev

<static> Chebyshev(x1, y1, x2, y2)

Description:

Calculate the Chebyshev distance between two sets of coordinates (points).

Chebyshev distance (or chessboard distance) is the maximum of the horizontal and vertical distances. It's the effective distance when movement can be horizontal, vertical, or diagonal.

Parameters:

nametypeoptionaldescription
x1numberNoThe x coordinate of the first point.
y1numberNoThe y coordinate of the first point.
x2numberNoThe x coordinate of the second point.
y2numberNoThe y coordinate of the second point.

Returns: number - The distance between each point.

Source: src/math/distance/DistanceChebyshev.js#L7
Since: 3.22.0

Power

<static> Power(x1, y1, x2, y2, pow)

Description:

Calculate the distance between two sets of coordinates (points) to the power of pow.

Parameters:

nametypeoptionaldescription
x1numberNoThe x coordinate of the first point.
y1numberNoThe y coordinate of the first point.
x2numberNoThe x coordinate of the second point.
y2numberNoThe y coordinate of the second point.
pownumberNoThe exponent.

Returns: number - The distance between each point.

Source: src/math/distance/DistancePower.js#L7
Since: 3.0.0

Snake

<static> Snake(x1, y1, x2, y2)

Description:

Calculate the snake distance between two sets of coordinates (points).

Snake distance (rectilinear distance, Manhattan distance) is the sum of the horizontal and vertical distances. It's the effective distance when movement is allowed only horizontally or vertically (but not both).

Parameters:

nametypeoptionaldescription
x1numberNoThe x coordinate of the first point.
y1numberNoThe y coordinate of the first point.
x2numberNoThe x coordinate of the second point.
y2numberNoThe y coordinate of the second point.

Returns: number - The distance between each point.

Source: src/math/distance/DistanceSnake.js#L7
Since: 3.22.0

Squared

<static> Squared(x1, y1, x2, y2)

Description:

Calculate the distance between two sets of coordinates (points), squared.

Parameters:

nametypeoptionaldescription
x1numberNoThe x coordinate of the first point.
y1numberNoThe y coordinate of the first point.
x2numberNoThe x coordinate of the second point.
y2numberNoThe y coordinate of the second point.

Returns: number - The distance between each point, squared.

Source: src/math/distance/DistanceSquared.js#L7
Since: 3.0.0

Phaser.Math.Easing.Back

In

<static> In(v, [overshoot])

Description:

Back ease-in.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe value to be tweened.
overshootnumberYes1.70158The overshoot amount.

Returns: number - The tweened value.

Source: src/math/easing/back/In.js#L7
Since: 3.0.0

InOut

<static> InOut(v, [overshoot])

Description:

Back ease-in/out.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe value to be tweened.
overshootnumberYes1.70158The overshoot amount.

Returns: number - The tweened value.

Source: src/math/easing/back/InOut.js#L7
Since: 3.0.0

Out

<static> Out(v, [overshoot])

Description:

Back ease-out.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe value to be tweened.
overshootnumberYes1.70158The overshoot amount.

Returns: number - The tweened value.

Source: src/math/easing/back/Out.js#L7
Since: 3.0.0

Phaser.Math.Easing.Bounce

In

<static> In(v)

Description:

Bounce ease-in.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/bounce/In.js#L7
Since: 3.0.0

InOut

<static> InOut(v)

Description:

Bounce ease-in/out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/bounce/InOut.js#L7
Since: 3.0.0

Out

<static> Out(v)

Description:

Bounce ease-out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/bounce/Out.js#L7
Since: 3.0.0

Phaser.Math.Easing.Circular

In

<static> In(v)

Description:

Circular ease-in.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/circular/In.js#L7
Since: 3.0.0

InOut

<static> InOut(v)

Description:

Circular ease-in/out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/circular/InOut.js#L7
Since: 3.0.0

Out

<static> Out(v)

Description:

Circular ease-out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/circular/Out.js#L7
Since: 3.0.0

Phaser.Math.Easing.Cubic

In

<static> In(v)

Description:

Cubic ease-in.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/cubic/In.js#L7
Since: 3.0.0

InOut

<static> InOut(v)

Description:

Cubic ease-in/out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/cubic/InOut.js#L7
Since: 3.0.0

Out

<static> Out(v)

Description:

Cubic ease-out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/cubic/Out.js#L7
Since: 3.0.0

Phaser.Math.Easing.Elastic

In

<static> In(v, [amplitude], [period])

Description:

Elastic ease-in.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe value to be tweened.
amplitudenumberYes0.1The amplitude of the elastic ease.
periodnumberYes0.1Sets how tight the sine-wave is, where smaller values are tighter waves, which result in more cycles.

Returns: number - The tweened value.

Source: src/math/easing/elastic/In.js#L7
Since: 3.0.0

InOut

<static> InOut(v, [amplitude], [period])

Description:

Elastic ease-in/out.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe value to be tweened.
amplitudenumberYes0.1The amplitude of the elastic ease.
periodnumberYes0.1Sets how tight the sine-wave is, where smaller values are tighter waves, which result in more cycles.

Returns: number - The tweened value.

Source: src/math/easing/elastic/InOut.js#L7
Since: 3.0.0

Out

<static> Out(v, [amplitude], [period])

Description:

Elastic ease-out.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe value to be tweened.
amplitudenumberYes0.1The amplitude of the elastic ease.
periodnumberYes0.1Sets how tight the sine-wave is, where smaller values are tighter waves, which result in more cycles.

Returns: number - The tweened value.

Source: src/math/easing/elastic/Out.js#L7
Since: 3.0.0

Phaser.Math.Easing.Expo

In

<static> In(v)

Description:

Exponential ease-in.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/expo/In.js#L7
Since: 3.0.0

InOut

<static> InOut(v)

Description:

Exponential ease-in/out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/expo/InOut.js#L7
Since: 3.0.0

Out

<static> Out(v)

Description:

Exponential ease-out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/expo/Out.js#L7
Since: 3.0.0

Phaser.Math.Easing

Linear

<static> Linear(v)

Description:

Linear easing (no variation).

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/linear/Linear.js#L7
Since: 3.0.0

Stepped

<static> Stepped(v, [steps])

Description:

Stepped easing.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe value to be tweened.
stepsnumberYes1The number of steps in the ease.

Returns: number - The tweened value.

Source: src/math/easing/stepped/Stepped.js#L7
Since: 3.0.0

Phaser.Math.Easing.Quadratic

In

<static> In(v)

Description:

Quadratic ease-in.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/quadratic/In.js#L7
Since: 3.0.0

InOut

<static> InOut(v)

Description:

Quadratic ease-in/out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/quadratic/InOut.js#L7
Since: 3.0.0

Out

<static> Out(v)

Description:

Quadratic ease-out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/quadratic/Out.js#L7
Since: 3.0.0

Phaser.Math.Easing.Quartic

In

<static> In(v)

Description:

Quartic ease-in.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/quartic/In.js#L7
Since: 3.0.0

InOut

<static> InOut(v)

Description:

Quartic ease-in/out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/quartic/InOut.js#L7
Since: 3.0.0

Out

<static> Out(v)

Description:

Quartic ease-out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/quartic/Out.js#L7
Since: 3.0.0

Phaser.Math.Easing.Quintic

In

<static> In(v)

Description:

Quintic ease-in.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/quintic/In.js#L7
Since: 3.0.0

InOut

<static> InOut(v)

Description:

Quintic ease-in/out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/quintic/InOut.js#L7
Since: 3.0.0

Out

<static> Out(v)

Description:

Quintic ease-out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/quintic/Out.js#L7
Since: 3.0.0

Phaser.Math.Easing.Sine

In

<static> In(v)

Description:

Sinusoidal ease-in.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/sine/In.js#L7
Since: 3.0.0

InOut

<static> InOut(v)

Description:

Sinusoidal ease-in/out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/sine/InOut.js#L7
Since: 3.0.0

Out

<static> Out(v)

Description:

Sinusoidal ease-out.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be tweened.

Returns: number - The tweened value.

Source: src/math/easing/sine/Out.js#L7
Since: 3.0.0

Phaser.Math.Fuzzy

Ceil

<static> Ceil(value, [epsilon])

Description:

Calculate the fuzzy ceiling of the given value.

Parameters:

nametypeoptionaldefaultdescription
valuenumberNoThe value.
epsilonnumberYes0.0001The epsilon.

Returns: number - The fuzzy ceiling of the value.

Source: src/math/fuzzy/Ceil.js#L7
Since: 3.0.0

Equal

<static> Equal(a, b, [epsilon])

Description:

Check whether the given values are fuzzily equal.

Two numbers are fuzzily equal if their difference is less than epsilon.

Parameters:

nametypeoptionaldefaultdescription
anumberNoThe first value.
bnumberNoThe second value.
epsilonnumberYes0.0001The epsilon.

Returns: boolean - true if the values are fuzzily equal, otherwise false.

Source: src/math/fuzzy/Equal.js#L7
Since: 3.0.0

Floor

<static> Floor(value, [epsilon])

Description:

Calculate the fuzzy floor of the given value.

Parameters:

nametypeoptionaldefaultdescription
valuenumberNoThe value.
epsilonnumberYes0.0001The epsilon.

Returns: number - The floor of the value.

Source: src/math/fuzzy/Floor.js#L7
Since: 3.0.0

GreaterThan

<static> GreaterThan(a, b, [epsilon])

Description:

Check whether a is fuzzily greater than b.

a is fuzzily greater than b if it is more than b - epsilon.

Parameters:

nametypeoptionaldefaultdescription
anumberNoThe first value.
bnumberNoThe second value.
epsilonnumberYes0.0001The epsilon.

Returns: boolean - true if a is fuzzily greater than than b, otherwise false.

Source: src/math/fuzzy/GreaterThan.js#L7
Since: 3.0.0

LessThan

<static> LessThan(a, b, [epsilon])

Description:

Check whether a is fuzzily less than b.

a is fuzzily less than b if it is less than b + epsilon.

Parameters:

nametypeoptionaldefaultdescription
anumberNoThe first value.
bnumberNoThe second value.
epsilonnumberYes0.0001The epsilon.

Returns: boolean - true if a is fuzzily less than b, otherwise false.

Source: src/math/fuzzy/LessThan.js#L7
Since: 3.0.0

Phaser.Math.Interpolation

Bezier

<static> Bezier(v, k)

Description:

A bezier interpolation method.

Parameters:

nametypeoptionaldescription
vArray.<number>NoThe input array of values to interpolate between.
knumberNoThe percentage of interpolation, between 0 and 1.

Returns: number - The interpolated value.

Source: src/math/interpolation/BezierInterpolation.js#L9
Since: 3.0.0

CatmullRom

<static> CatmullRom(v, k)

Description:

A Catmull-Rom interpolation method.

Parameters:

nametypeoptionaldescription
vArray.<number>NoThe input array of values to interpolate between.
knumberNoThe percentage of interpolation, between 0 and 1.

Returns: number - The interpolated value.

Source: src/math/interpolation/CatmullRomInterpolation.js#L9
Since: 3.0.0

CubicBezier

<static> CubicBezier(t, p0, p1, p2, p3)

Description:

A cubic bezier interpolation method.

https://medium.com/@adrian_cooney/bezier-interpolation-13b68563313a

Parameters:

nametypeoptionaldescription
tnumberNoThe percentage of interpolation, between 0 and 1.
p0numberNoThe start point.
p1numberNoThe first control point.
p2numberNoThe second control point.
p3numberNoThe end point.

Returns: number - The interpolated value.

Source: src/math/interpolation/CubicBezierInterpolation.js#L43
Since: 3.0.0

Linear

<static> Linear(v, k)

Description:

A linear interpolation method.

Parameters:

nametypeoptionaldescription
vArray.<number>NoThe input array of values to interpolate between.
knumberNoThe percentage of interpolation, between 0 and 1.

Returns: number - The interpolated value.

Source: src/math/interpolation/LinearInterpolation.js#L9
Since: 3.0.0

QuadraticBezier

<static> QuadraticBezier(t, p0, p1, p2)

Description:

A quadratic bezier interpolation method.

Parameters:

nametypeoptionaldescription
tnumberNoThe percentage of interpolation, between 0 and 1.
p0numberNoThe start point.
p1numberNoThe control point.
p2numberNoThe end point.

Returns: number - The interpolated value.

Source: src/math/interpolation/QuadraticBezierInterpolation.js#L35
Since: 3.2.0

SmootherStep

<static> SmootherStep(t, min, max)

Description:

A Smoother Step interpolation method.

Parameters:

nametypeoptionaldescription
tnumberNoThe percentage of interpolation, between 0 and 1.
minnumberNoThe minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
maxnumberNoThe maximum value, also known as the 'right edge', assumed greater than the 'left edge'.

Returns: number - The interpolated value.

Source: src/math/interpolation/SmootherStepInterpolation.js#L9
Since: 3.9.0

SmoothStep

<static> SmoothStep(t, min, max)

Description:

A Smooth Step interpolation method.

Parameters:

nametypeoptionaldescription
tnumberNoThe percentage of interpolation, between 0 and 1.
minnumberNoThe minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
maxnumberNoThe maximum value, also known as the 'right edge', assumed greater than the 'left edge'.

Returns: number - The interpolated value.

Source: src/math/interpolation/SmoothStepInterpolation.js#L9
Since: 3.9.0

Phaser.Math.Pow2

GetNext

<static> GetNext(value)

Description:

Returns the nearest power of 2 to the given value.

Parameters:

nametypeoptionaldescription
valuenumberNoThe value.

Returns: number - The nearest power of 2 to value.

Source: src/math/pow2/GetPowerOfTwo.js#L7
Since: 3.0.0

IsSize

<static> IsSize(width, height)

Description:

Checks if the given width and height are a power of two. Useful for checking texture dimensions.

Parameters:

nametypeoptionaldescription
widthnumberNoThe width.
heightnumberNoThe height.

Returns: boolean - true if width and height are a power of two, otherwise false.

Source: src/math/pow2/IsSizePowerOfTwo.js#L7
Since: 3.0.0

IsValue

<static> IsValue(value)

Description:

Tests the value and returns true if it is a power of two.

Parameters:

nametypeoptionaldescription
valuenumberNoThe value to check if it's a power of two.

Returns: boolean - Returns true if value is a power of two, otherwise false.

Source: src/math/pow2/IsValuePowerOfTwo.js#L7
Since: 3.0.0

Phaser.Math.Snap

Ceil

<static> Ceil(value, gap, [start], [divide])

Description:

Snap a value to nearest grid slice, using ceil.

Example: if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 snap to 15... but 16 will snap to 20.

Parameters:

nametypeoptionaldefaultdescription
valuenumberNoThe value to snap.
gapnumberNoThe interval gap of the grid.
startnumberYes0Optional starting offset for gap.
dividebooleanYesfalseIf true it will divide the snapped value by the gap before returning.

Returns: number - The snapped value.

Source: src/math/snap/SnapCeil.js#L7
Since: 3.0.0

Floor

<static> Floor(value, gap, [start], [divide])

Description:

Snap a value to nearest grid slice, using floor.

Example: if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15.

Parameters:

nametypeoptionaldefaultdescription
valuenumberNoThe value to snap.
gapnumberNoThe interval gap of the grid.
startnumberYes0Optional starting offset for gap.
dividebooleanYesfalseIf true it will divide the snapped value by the gap before returning.

Returns: number - The snapped value.

Source: src/math/snap/SnapFloor.js#L7
Since: 3.0.0

To

<static> To(value, gap, [start], [divide])

Description:

Snap a value to nearest grid slice, using rounding.

Example: if you have an interval gap of 5 and a position of 12... you will snap to 10 whereas 14 will snap to 15.

Parameters:

nametypeoptionaldefaultdescription
valuenumberNoThe value to snap.
gapnumberNoThe interval gap of the grid.
startnumberYes0Optional starting offset for gap.
dividebooleanYesfalseIf true it will divide the snapped value by the gap before returning.

Returns: number - The snapped value.

Source: src/math/snap/SnapTo.js#L7
Since: 3.0.0

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