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Version: Phaser v4.0.0

Phaser.Math

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 a Bernstein basis polynomial coefficient, used as a weighting factor in Bezier curve calculations. The result is the binomial coefficient n! / (i! * (n - i)!), which determines how much influence control point i has on a degree-n Bezier curve.

Parameters:

nametypeoptionaldescription
nnumberNoThe degree of the Bernstein polynomial.
inumberNoThe index of the basis function.

Returns: number - The Bernstein basis coefficient: 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 interpolated value from the given control points, using a centripetal alpha of 0.5. The interpolation occurs between p1 and p2, with p0 and p3 providing tangent context at each end of the segment. At t = 0 the result equals p1; at t = 1 the result equals p2.

This function is used internally by Phaser's spline curve implementations to produce smooth, continuous curves that pass through each control point.

Parameters:

nametypeoptionaldescription
tnumberNoThe interpolation factor, typically in the range 0 to 1.
p0numberNoThe first control point (influences the tangent at p1).
p1numberNoThe second control point (start of the interpolated segment).
p2numberNoThe third control point (end of the interpolated segment).
p3numberNoThe fourth control point (influences the tangent at p2).

Returns: number - The interpolated Catmull-Rom value between p1 and p2.

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

CeilTo

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

Description:

Ceils a given value to the nearest multiple of a base raised to the power of place.

The place is represented by the power applied to base to get that place. For example, with the default base of 10, a place of 0 ceils to the nearest integer, a place of 1 ceils to the nearest 0.1, and a place of -1 ceils to the nearest 10.

Parameters:

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

Returns: number - The ceiled 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 floor.
placenumberYes0The place to floor to.
basenumberYes10The base to floor in. Default is 10 for decimal.

Returns: number - The floored value.

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

FromPercent

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

Description:

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

Parameters:

nametypeoptionaldescription
percentnumberNoA value representing the percentage, between 0 and 1. Values outside this range are clamped to it.
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

GetCentroid

<static> GetCentroid(points, [out])

Description:

Get the centroid or geometric center of a plane figure (the arithmetic mean position of all the points in the figure). Informally, it is the point at which a cutout of the shape could be perfectly balanced on the tip of a pin.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
pointsArray.<Phaser.Types.Math.Vector2Like>NoAn array of Vector2Like objects to get the geometric center of.
outPhaser.Math.Vector2YesA Vector2 object to store the output coordinates in. If not given, a new Vector2 instance is created.

Returns: Phaser.Math.Vector2 - A Vector2 object representing the geometric center of the given points.

Source: src/math/GetCentroid.js#L9
Since: 4.0.0

GetSpeed

<static> GetSpeed(distance, time)

Description:

Calculate the speed required to cover a given distance in a given time.

The distance is assumed to be in pixels and the time is given in seconds. The result is returned as pixels per millisecond.

Parameters:

nametypeoptionaldescription
distancenumberNoThe distance to travel, in pixels.
timenumberNoThe time allowed to cover the distance, in seconds.

Returns: number - The speed required, in pixels per millisecond.

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

GetVec2Bounds

<static> GetVec2Bounds(points, [out])

Description:

Calculates the Axis Aligned Bounding Box (or aabb) from an array of points.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
pointsArray.<Phaser.Types.Math.Vector2Like>NoAn array of Vector2Like objects to get the AABB from.
outPhaser.Geom.RectangleYesA Rectangle object to store the results in. If not given, a new Rectangle instance is created.

Returns: Phaser.Geom.Rectangle - A Rectangle object holding the AABB values for the given points.

Source: src/math/GetVec2Bounds.js#L9
Since: 4.0.0

Hash

<static> Hash(vector, [algorithm])

Description:

Hash a number or list of numbers.

A hash is an unpredictable transformation of an input, which always returns the same output from the same input. It is useful for generating random data in a predictable way.

For example, you could use a hash to place objects around a scene. Given the same inputs, the objects would always appear in the same places, even though those places appear random.

This function takes 1-4 numbers as input, and returns a single number from 0-1.

Disclaimer: This function is intended for efficiently generating visual variety. It is not intended for cryptographic use. Do not use it for security/authentication/encryption purposes. Use a proper tool instead.

Performance note: A 16ms frame has enough time to generate tens or hundreds of thousands of hash values, depending on system and other activity.

You can select from different hashing algorithms.

  • 0: TRIG. This uses sine functions and dot products to hash the input.

  • 1: PCG. This uses a permuted congruential generator to hash the input,

    but is restricted to integer inputs.

  • 2: PCG_FLOAT. This variant of PCG accepts float inputs.

TRIG is the same algorithm used in Phaser 4's Noise object and relatives. It produces decent variety, and accepts any number as input. Its precision is 32 bits. Its input values may lose distinction if larger than 32 bits (4294967296). Its output values cannot differ by more than 1/4294967296. This algorithm is designed to work on graphics hardware that lacks bitshifting capabilities, and is not state of the art.

PCG is a Permuted Congruential Generator. See https://www.pcg-random.org/ for more information on the theory. This algorithm is more modern and considered higher quality. It runs slightly faster than TRIG. It only accepts whole numbers (integers) as input. Its precision is 32 bits. Its input values may lose distinction if larger than 32 bits (4294967296). Its output values cannot differ by more than 1/4294967296.

PCG_FLOAT works just like PCG, but accepts floating-point inputs. This conversion process causes it to run slightly slower than TRIG. The same precision concerns apply.

If your hash values start clustering, you may be using values outside the safe range, where bits available for precision are insufficient. You can keep values in a safe range by sampling along circular paths. This is why it's useful to have several dimensions of input.

Parameters:

nametypeoptionaldefaultdescription
vectornumber | Array.<number>NoThe number or number list to hash. 1 to 4 numbers.
algorithmnumberYes0The algorithm to use. 0 is TRIG. 1 is PCG. 2 is PCG_FLOAT.

Returns: number - - A number from 0-1.

Source: src/math/Hash.js#L11
Since: 4.0.0

HashCell

<static> HashCell(vector, [config])

Description:

Hash a number or list of numbers to a cellular noise value.

A hash is an unpredictable transformation of an input, which always returns the same output from the same input. It is useful for generating random data in a predictable way.

Cellular noise uses hashes to distort a grid, creating distinctive 'cells' in a continuous pattern. While the result is still effectively random, it is continuous: very similar inputs produce very similar outputs (although there may be some minor discontinuities between cells). The result has a distinctive bumpy pattern. This is the algorithm used in the NoiseCell2D family of GameObjects. It is sometimes called Worley or Voronoi noise.

For example, you could use cellular noise to create a series of ridges across a procedural terrain. Every time you generate the same region, it will look the same.

This function takes 1-4 numbers as input, and returns a single number. The range of the return number increases with the number of inputs. It is the distance from the input vector to the nearest distorted cell center. In higher dimensions, the possible distance is higher.

Note: If you specify dimensional properties in the config parameter, ensure they are at least as long as the input vector. Missing values can corrupt the result.

Disclaimer: This function is intended for efficiently generating visual variety. It is not intended for cryptographic use. Do not use it for security/authentication/encryption purposes. Use a proper tool instead.

Performance note: A 16ms frame has enough time to generate a few hundred hash values, depending on device and workload.

See Phaser.Math.Hash for more information on the hashing algorithms.

Parameters:

nametypeoptionaldescription
vectornumber | Array.<number>NoThe input vector to hash. 1 to 4 numbers.
configPhaser.Types.Math.HashCellConfigYesThe configuration of the noise cell field.

Returns: number - The hashed cellular noise value. The range increases with the number of input dimensions, as it represents the distance to the nearest distorted cell center.

Source: src/math/HashCell.js#L3
Since: 4.0.0

HashSimplex

<static> HashSimplex(vector, [config])

Description:

Hash a number or list of numbers to a simplex noise value.

A hash is an unpredictable transformation of an input, which always returns the same output from the same input. It is useful for generating random data in a predictable way.

The output is in the range -1 to 1.

You can set the config object to control the output. You can add octaves of detail, add a turbulent warp, adjust gradient flow, and set a randomness seed.

Simplex noise is an evolution of Perlin noise, both invented by Ken Perlin. It is a form of gradient noise, which forms a smooth, continuous field: very similar inputs produce very similar outputs, although the field itself is still random.

Simplex noise works by assigning random gradients to points on a grid, splitting space into grid cells (using a minimal triangular shape called a simplex), identifying which grid cell the input belongs to, and blending between the gradients of that simplex.

This version uses a flow parameter to animate the noise field. The flow value rotates gradients in place, creating a periodic shifting pattern.

This implementation deliberately copies the shaders used in the NoiseSimplex2D and NoiseSimplex3D game object shaders. They behave in similar fashion, and the config objects are very similar. HashSimplex does not support value factor/add/power terms, as you can simply process the output yourself.

HashSimplex also supports 1-dimensional input. This is automatically padded to 2 dimensions.

Simplex performance varies depending on octaves and warp settings. You might compute a thousand or so hashes per millisecond, depending on device and workload.

Note: If you specify dimensional properties in the config parameter, ensure they are at least as long as the input vector. Missing values can corrupt the result.

Disclaimer: This function is intended for efficiently generating visual variety. It is not intended for cryptographic use. Do not use it for security/authentication/encryption purposes. Use a proper tool instead.

Parameters:

nametypeoptionaldescription
vectornumber | Array.<number>NoThe input vector to hash. 1 to 3 numbers.
configPhaser.Types.Math.HashSimplexConfigYesThe configuration of the noise field.

Returns: number - A noise value in the range -1 to 1.

Source: src/math/HashSimplex.js#L1
Since: 4.0.0

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:

Performs a linear interpolation between two values, returning the value that is t percent of the way between p0 and p1.

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 interpolated value between p0 and p1, at position t.

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.Vector2NoThe starting Vector2 to interpolate from.
vector2Phaser.Math.Vector2NoThe ending Vector2 to interpolate to.
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 find the median of.

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 defaults to min + 1, giving a unit range of width 1 starting at 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 to 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 on the surface of a sphere of the given radius.

Parameters:

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

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.

Tags:

  • generic

Parameters:

nametypeoptionaldescription
pointPhaser.Types.Math.Vector2LikeNoThe point to be rotated.
anglenumberNoThe angle to rotate by, in radians, in an anti-clockwise direction.

Returns: Phaser.Types.Math.Vector2Like - The given point, rotated by the given angle in an anti-clockwise 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 by the given angle, at the same distance.

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

Tags:

  • generic

Parameters:

nametypeoptionaldescription
pointPhaser.Types.Math.Vector2LikeNoThe 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.Types.Math.Vector2LikeNoThe 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

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

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

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, a Vector2 with x and y set to zero 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 containing the x and y grid coordinates derived from the given 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 local coordinate space defined by the given position, rotation, and scale values. This performs an inverse transformation, converting a point from world space into the equivalent local-space coordinates of a Game Object or other transformed entity. This is useful for hit-testing or pointer input when you need to determine where a world-space point falls within a transformed object's local coordinate system.

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.Types.Math.Vector2LikeYesThe output vector, point or object for the translated coordinates.

Returns: Phaser.Types.Math.Vector2Like - 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 the absolute difference between a and b is less than or equal to tolerance.

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

Wrap

<static> Wrap(value, min, max)

Description:

Wrap the given value between min (inclusive) and max (exclusive).

When the value exceeds max it wraps back around to min, and when it falls below min it wraps around to just below max. This is useful for cycling through a range, such as keeping an angle within 0–360 degrees or looping a tile index within a tileset.

Parameters:

nametypeoptionaldescription
valuenumberNoThe value to wrap.
minnumberNoThe minimum bound of the range (inclusive).
maxnumberNoThe maximum bound of the range (exclusive).

Returns: number - The wrapped value, guaranteed to be within [min, max).

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

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).

Unlike Phaser.Math.Angle.BetweenPoints, this function measures the angle from the positive Y axis (pointing downward in screen space) rather than the positive X axis. This means an angle of 0 radians points straight down the screen, making it useful for game objects whose default facing direction is upward (i.e. toward decreasing y).

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 it measures the angle from the Y axis rather than the X axis. This means a result of zero indicates the segment points straight down (along the positive Y axis), making it suitable for use with sprites that face upward by default.

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 Phaser's 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

GetClockwiseDistance

<static> GetClockwiseDistance(angle1, angle2)

Description:

Gets the clockwise (nonnegative) angular distance from angle1 to angle2.

Parameters:

nametypeoptionaldescription
angle1numberNoThe starting angle in radians.
angle2numberNoThe target angle in radians.

Returns: number - The distance in radians, in the range [0, 2pi).

Source: src/math/angle/GetClockwiseDistance.js#L9
Since: 4.0.0

GetCounterClockwiseDistance

<static> GetCounterClockwiseDistance(angle1, angle2)

Description:

Returns the counter-clockwise angular distance from angle1 to angle2, expressed as a non-positive value in radians. Counter-clockwise rotation is represented as negative, so the result is always in the range (-2π, 0]. A result of 0 means the angles are equal or differ by a full rotation. Use this when you need to measure how far to rotate counter-clockwise to reach a target angle.

Parameters:

nametypeoptionaldescription
angle1numberNoThe starting angle in radians.
angle2numberNoThe target angle in radians.

Returns: number - The counter-clockwise distance in radians, in the range (-2π, 0].

Source: src/math/angle/GetCounterClockwiseDistance.js#L12
Since: 4.0.0

GetShortestDistance

<static> GetShortestDistance(angle1, angle2)

Description:

Gets the shortest signed angular distance from angle1 to angle2. A positive distance is a clockwise rotation. A negative distance is a counter-clockwise rotation.

For calculation in degrees use Phaser.Math.Angle.ShortestBetween instead.

Parameters:

nametypeoptionaldescription
angle1numberNoThe first angle in radians.
angle2numberNoThe second angle in radians.

Returns: number - The distance in radians, in the range [-pi, pi).

Source: src/math/angle/GetShortestDistance.js#L9
Since: 4.0.0

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:

Reverses the given angle by adding π radians (180 degrees) to it, then normalizing the result to the range of [0, 2π). This returns the angle pointing in the exact opposite direction to the one provided.

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 step size, in radians, to rotate by in this call. The angle will be rotated by this amount towards the target, either added or subtracted depending on the shortest rotation direction.

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.

For calculation in radians use Phaser.Math.Angle.GetShortestDistance instead.

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

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 using the generalized power formula: sqrt((x2 - x1)^pow + (y2 - y1)^pow). When pow is 2 this is equivalent to standard Euclidean distance. Increasing pow emphasizes larger axis differences.

Parameters:

nametypeoptionaldefaultdescription
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.
pownumberYes2The exponent applied to each axis difference. Defaults to 2, which gives standard Euclidean distance.

Returns: number - The distance between the two points.

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. This easing function starts the tween by briefly pulling back in the opposite direction before moving forward, creating an anticipation effect at the beginning of the transition. The higher the overshoot value, the further back the value pulls before proceeding.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe normalized time value to ease, between 0 and 1.
overshootnumberYes1.70158The overshoot amount. Controls how far back the value pulls before moving forward. Higher values produce a more pronounced pullback effect.

Returns: number - The eased value.

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

InOut

<static> InOut(v, [overshoot])

Description:

Back ease-in/out. This easing function applies a back effect to both the start and end of the tween: the value initially pulls back slightly before accelerating forward, then overshoots the target before snapping back to rest, producing a symmetrical spring-like motion. Use this when you want a lively, bouncy feel at both ends of an animation.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe value to be eased.
overshootnumberYes1.70158Controls the magnitude of the pull-back and overshoot. Higher values produce a more pronounced effect. The default produces approximately 10% overshoot at each end.

Returns: number - The eased value.

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

Out

<static> Out(v, [overshoot])

Description:

Back ease-out. The tween moves quickly at first, then overshoots its final value before settling back to the target. The overshoot occurs at the end of the transition, giving a slight 'bounce past and return' effect.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe value to be eased, typically in the range [0, 1].
overshootnumberYes1.70158The overshoot amount. Higher values produce a more pronounced overshoot.

Returns: number - The eased value.

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

Phaser.Math.Easing.Bounce

In

<static> In(v)

Description:

Applies a bounce easing to the start of the tween. The eased value will 'bounce' several times near the origin before accelerating toward the target, simulating the effect of a ball bouncing as it begins to move. This is the ease-in variant, meaning the bounce effect occurs at the beginning of the transition rather than the end.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, in the range 0 to 1.

Returns: number - The eased value, in the range 0 to 1.

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

InOut

<static> InOut(v)

Description:

Applies a Bounce ease-in/out effect to the given value. This combines both the ease-in and ease-out bounce effects, producing a bouncing animation at the start and end of the tween. The input value should be in the range 0 to 1, where 0 is the start and 1 is the end of the tween.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased.

Returns: number - The eased value.

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

Out

<static> Out(v)

Description:

Applies a bounce ease-out effect to the given value. The motion starts fast and decelerates toward the end with a bouncing effect, simulating a ball landing and bouncing to a stop. The bounce is achieved through four piecewise quadratic segments that produce three diminishing bounces before settling.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased.

Returns: number - The eased value.

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

Phaser.Math.Easing.Circular

In

<static> In(v)

Description:

Applies a circular ease-in to the given value. This easing is based on the equation of a circle, producing a curve that starts very slowly and then accelerates sharply toward the end. It is the complement of Circular.Out and is commonly used for animations that need a hesitant start before snapping into motion.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased.

Returns: number - The eased value.

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

InOut

<static> InOut(v)

Description:

Circular ease-in/out. Applies a circular easing curve that starts slow, accelerates through the midpoint, then decelerates to a smooth stop. The shape of the curve is derived from the arc of a circle, producing a natural-feeling motion that is more gradual than a sine ease but sharper than a quadratic ease. Combining ease-in and ease-out makes the transition symmetrical: the first half eases in using a circular arc and the second half eases out using a mirrored arc.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, in the range [0, 1].

Returns: number - The eased value, in the range [0, 1].

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

Out

<static> Out(v)

Description:

Applies a circular ease-out effect to v, based on the equation of a unit circle. The motion starts at full speed and decelerates smoothly to a stop, following the curve of a quarter-circle. v should be in the range 0 to 1.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, in the range 0 to 1.

Returns: number - The eased value, in the range 0 to 1.

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

Phaser.Math.Easing.Cubic

In

<static> In(v)

Description:

Cubic ease-in. Starts slowly and accelerates sharply, following a cubic curve (v³). This produces a gradual start that builds into a fast finish, making it well suited for animations where an object should appear to gather momentum from rest.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, typically in the range [0, 1].

Returns: number - The eased value, in the range [0, 1].

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

InOut

<static> InOut(v)

Description:

Cubic ease-in/out. Produces an S-curve that accelerates from zero, reaches maximum speed at the midpoint, then decelerates back to zero. The acceleration and deceleration both follow a cubic (t³) curve, giving a stronger ease than the quadratic equivalent. Typically used to animate values that should start and end smoothly while moving briskly through the middle of the transition.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, in the range [0, 1].

Returns: number - The eased value, in the range [0, 1].

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 eased.

Returns: number - The eased value.

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

Phaser.Math.Easing.Elastic

In

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

Description:

An elastic ease-in, where the value oscillates back and forth with a spring-like motion before accelerating toward the target. The effect begins with a series of small oscillations that grow in magnitude, simulating a stretched elastic band being released. Use this when you want a tween to feel springy or bouncy at its start before snapping into motion.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe value to be eased, between 0 and 1.
amplitudenumberYes0.1The amplitude of the elastic oscillation. Values below 1 are clamped to 1. Higher values produce a wider oscillation arc.
periodnumberYes0.1Controls how tight the sine-wave oscillation is. Smaller values produce tighter, more frequent cycles; larger values produce wider, slower oscillations.

Returns: number - The eased value.

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

InOut

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

Description:

An Elastic ease-in/out, combining both the ease-in and ease-out elastic effects. This easing function produces a spring-like oscillation at both the start and end of the tween, overshooting the target value before settling. It is useful for animations that need a bouncy, elastic feel at both ends of the transition.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe value to be eased, typically in the range [0, 1].
amplitudenumberYes0.1The amplitude of the elastic oscillation. Values below 1 are clamped to 1.
periodnumberYes0.1Controls how tight the sine-wave oscillation is. Smaller values produce tighter waves with more cycles.

Returns: number - The eased value.

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

Out

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

Description:

An Elastic ease-out, where the value overshoots its target and oscillates with a decaying sine wave before settling at the final value. The elastic effect occurs at the end of the transition, making the motion appear to bounce or spring into place. Accepts a normalized input value v in the range 0 to 1.

Parameters:

nametypeoptionaldefaultdescription
vnumberNoThe normalized value to be tweened, typically in the range [0, 1].
amplitudenumberYes0.1The amplitude of the elastic overshoot. Values above 1 increase the size of the overshoot.
periodnumberYes0.1Controls how tight the sine-wave oscillation is. Smaller values produce tighter waves with more rapid oscillations.

Returns: number - The eased 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 eased.

Returns: number - The eased value.

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

InOut

<static> InOut(v)

Description:

Exponential ease-in/out. Produces a curve that accelerates sharply from zero using an exponential curve in the first half, then decelerates symmetrically to a smooth stop. The result is a pronounced S-shaped curve that starts and ends slowly with a rapid transition through the midpoint. Useful for dramatic animations where a strong snap-in and snap-out effect is desired.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, in the range [0, 1].

Returns: number - The eased value, in the range [0, 1].

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 eased.

Returns: number - The eased 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 eased.

Returns: number - The eased value.

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

Stepped

<static> Stepped(v, [steps])

Description:

A stepped easing function that quantizes the input value into a discrete number of evenly-spaced steps, creating a staircase progression rather than a smooth curve. The output jumps instantly between step values instead of interpolating, which is useful for frame-by-frame animations, grid-snapped movement, or any effect that should advance in distinct increments.

Parameters:

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

Returns: number - The eased 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 eased.

Returns: number - The eased value.

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

InOut

<static> InOut(v)

Description:

Quadratic ease-in/out. Applies a quadratic curve that accelerates in the first half of the range and decelerates in the second half, producing a smooth S-curve transition. Useful for animations that need to start gently, move briskly through the middle, and settle smoothly at the end.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, in the range [0, 1].

Returns: number - The eased value, in the range [0, 1].

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 eased.

Returns: number - The eased 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 eased.

Returns: number - The eased value.

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

InOut

<static> InOut(v)

Description:

Quartic ease-in/out. Applies a quartic (fourth-power) curve that accelerates sharply from the start, then decelerates sharply into the end. The motion is symmetric: the first half mirrors the ease-in, and the second half mirrors the ease-out. This produces a more dramatic acceleration and deceleration than quadratic or cubic easing, making it suitable for snappy, high-energy transitions.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, in the range [0, 1].

Returns: number - The eased value, in the range [0, 1].

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 eased.

Returns: number - The eased value.

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

Phaser.Math.Easing.Quintic

In

<static> In(v)

Description:

Applies a quintic ease-in curve to the given value. The value starts changing very slowly and accelerates sharply toward the end, following a fifth-power (v^5) curve. This produces a more pronounced acceleration effect than cubic or quartic ease-in functions, making it suitable for animations that need to start with near-zero velocity and build up to full speed very rapidly.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased.

Returns: number - The eased value.

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

InOut

<static> InOut(v)

Description:

Applies a Quintic ease-in/out function to the given value. The motion begins slowly, accelerates sharply through the midpoint, then decelerates back to a slow stop. The quintic curve (raised to the 5th power) produces a more dramatic acceleration and deceleration compared to cubic or quartic easings, making it well suited for animations that require a strong, punchy feel with smooth start and end transitions.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, in the range [0, 1].

Returns: number - The eased value, in the range [0, 1].

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 eased.

Returns: number - The eased value.

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

Phaser.Math.Easing.Sine

In

<static> In(v)

Description:

Applies a sinusoidal ease-in curve to the given value. The motion starts slowly and accelerates toward the end, following the shape of a sine wave. This produces a gentler start than most other ease-in functions, making it well suited for subtle animations such as fading in UI elements or smoothly beginning a camera pan.

The input value v should be in the range 0 to 1, where 0 represents the start and 1 the end of the tween. Values outside this range are not clamped.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, typically in the range 0 to 1.

Returns: number - The eased value, in the range 0 to 1.

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

InOut

<static> InOut(v)

Description:

Applies a sinusoidal ease-in/out to the given value. The motion starts slowly, accelerates through the midpoint, and decelerates back to a stop at the end, producing a smooth S-curve transition. This is useful for animations that need a natural, symmetrical feel with gentle starts and endings.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, in the range [0, 1].

Returns: number - The eased value, in the range [0, 1].

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

Out

<static> Out(v)

Description:

Sinusoidal ease-out. Begins moving quickly and decelerates to a gentle stop, following the curve of a sine wave. Commonly used for smooth deceleration in animations and Tweens.

Parameters:

nametypeoptionaldescription
vnumberNoThe value to be eased, in the range [0, 1].

Returns: number - The eased value, in the range [0, 1].

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.

Rounds the value up to the nearest integer, but subtracts a small epsilon tolerance before applying Math.ceil. This means that values very slightly above an integer boundary (within the epsilon range) are treated as if they were exactly on that boundary, avoiding floating-point precision errors that would otherwise push the result up to the next integer unexpectedly.

Parameters:

nametypeoptionaldefaultdescription
valuenumberNoThe value to compute the fuzzy ceiling of.
epsilonnumberYes0.0001The epsilon tolerance used to reduce floating-point precision errors.

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 maximum absolute difference below which the two values are considered equal.

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:

Calculates the fuzzy floor of the given value by adding a small epsilon before flooring. This avoids floating-point precision issues where a value that should mathematically be an integer (e.g. 2.9999999) floors incorrectly to the integer below. Any value within epsilon of the next integer up will be floored to that integer.

Parameters:

nametypeoptionaldefaultdescription
valuenumberNoThe value to calculate the fuzzy floor of.
epsilonnumberYes0.0001The epsilon value. Values within this distance of the next integer up are floored to that integer.

Returns: number - The fuzzy floor of the given 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 value used to control the degree of fuzziness. A larger value makes the comparison more lenient.

Returns: boolean - true if a is fuzzily greater 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 tolerance value used for the fuzzy comparison. Values within this distance are considered equal.

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:

Performs a generalized Bezier interpolation over an arbitrary number of control points. The v array provides the control point values and k (0 to 1) determines the position along the curve. Unlike CubicBezierInterpolation which uses exactly 4 points, this supports any number.

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:

Performs a Catmull-Rom spline interpolation over an array of values, producing a smooth curve that passes through every control point. The k parameter (0 to 1) determines the position along the full curve.

If the first and last values in v are equal, the curve is treated as closed (looping), and the interpolation wraps around seamlessly. Otherwise, the curve is treated as open, and values of k outside the 0 to 1 range will extrapolate beyond the endpoints.

Parameters:

nametypeoptionaldescription
vArray.<number>NoThe input array of control point values to interpolate between.
knumberNoThe percentage of interpolation, between 0 and 1. Values outside this range extrapolate on an open curve, or wrap on a closed curve.

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:

Calculates a cubic bezier interpolated value for a given parameter t, based on four control points. The curve passes through p0 at t=0 and p3 at t=1, while p1 and p2 act as pull points that shape the curve between those endpoints without necessarily being on it. This makes cubic bezier interpolation well-suited for smooth, art-directed transitions in animations, camera paths, and procedural movement.

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:

Performs linear interpolation across an array of values.

Given an array of values v and a progress factor k in the range 0 to 1, this function maps k to a position along the array and returns the linearly interpolated value between the two nearest array elements. A k of 0 returns a value near the first element, while a k of 1 returns a value near the last. Values of k outside the range 0 to 1 are extrapolated beyond the ends of the array.

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:

Calculates a single point along a quadratic Bezier curve defined by a start point, a control point, and an end point. The value of t determines how far along the curve the returned value sits: 0 returns the start point value, 1 returns the end point value, and values in between are smoothly interpolated. The control point pulls the curve toward it, shaping the arc between the start and end points without the curve passing through it directly.

Parameters:

nametypeoptionaldescription
tnumberNoThe interpolation position along the curve, between 0 (start) and 1 (end).
p0numberNoThe start point value.
p1numberNoThe control point value, which pulls the curve toward it and determines its arc.
p2numberNoThe end point value.

Returns: number - The interpolated value at position t along the quadratic Bezier curve.

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

SmoothStep

<static> SmoothStep(t, min, max)

Description:

A Smooth Step interpolation method that uses the Smoothstep function to produce a smooth, S-shaped transition between the min and max values. Unlike linear interpolation, Smooth Step eases in and out at both edges, resulting in a gradual start and end to the transition. This makes it well-suited for animations and transitions where abrupt changes at the boundaries would look unnatural.

The interpolation parameter t is first remapped via the Smoothstep curve (which clamps and applies a cubic Hermite function), and the result is then used to linearly interpolate between min and max.

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

SmootherStep

<static> SmootherStep(t, min, max)

Description:

An interpolation method based on Ken Perlin's Smoother Step function, which is an improved variant of the standard Smooth Step curve. Unlike Smooth Step, which has zero first derivatives at the endpoints, Smoother Step also has zero second derivatives at the endpoints, resulting in an even smoother S-curve transition between min and max. Use this when you need particularly fluid easing with no perceivable acceleration or deceleration artifacts at the start or end of the transition.

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

Phaser.Math.Pow2

GetPowerOfTwo

<static> GetPowerOfTwo(value)

Description:

Returns the smallest power of 2 that is greater than or equal to the given value. For example, a value of 7 returns 8, a value of 8 returns 8, and a value of 9 returns 16.

Parameters:

nametypeoptionaldescription
valuenumberNoThe value for which to find the next power of 2. Should be a positive number.

Returns: number - The smallest power of 2 that is greater than or equal 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 to check, in pixels.
heightnumberNoThe height to check, in pixels.

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 the nearest lower 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:

Snaps a value to the nearest grid slice, using rounding. Values that fall exactly halfway between two slices will snap to the higher slice.

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 the grid, allowing grid alignment to begin at a value other than zero.
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