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Version: Phaser v4.0.0

Phaser.Math

Scope: static

Source: src/math/index.js#L10

Static functions

Static functions

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


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, 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


Static functions

Static functions

DEG_TO_RAD

DEG_TO_RAD: number

Description:

Conversion factor for degrees to radians (PI / 180). Multiply a degree value by this constant to obtain its equivalent in radians.

Source: src/math/const.js#L36
Since: 3.0.0


EPSILON

EPSILON: number

Description:

A small epsilon value (1.0e-6) used for floating-point comparisons and near-zero checks to avoid precision errors.

Source: src/math/const.js#L27
Since: 3.0.0


MAX_SAFE_INTEGER

MAX_SAFE_INTEGER: number

Description:

The maximum safe integer this browser supports. We use a const for backward compatibility with older browsers.

Source: src/math/const.js#L74
Since: 3.21.0


MIN_SAFE_INTEGER

MIN_SAFE_INTEGER: number

Description:

The minimum safe integer this browser supports. We use a const for backward compatibility with older browsers.

Source: src/math/const.js#L64
Since: 3.21.0


PI_OVER_2

PI_OVER_2: number

Description:

The value of PI / 2, or 90 degrees, in radians.

Source: src/math/const.js#L18
Since: 3.0.0


RAD_TO_DEG

RAD_TO_DEG: number

Description:

Conversion factor for radians to degrees (180 / PI). Multiply a radian value by this constant to obtain its equivalent in degrees.

Source: src/math/const.js#L45
Since: 3.0.0


RND

RND: Phaser.Math.RandomDataGenerator

Description:

An instance of the Random Number Generator. This is not set until the Game boots.

Source: src/math/const.js#L54
Since: 3.0.0


TAU

TAU: number

Description:

The value of PI * 2, representing a full circle (360 degrees) in radians.

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