Phaser.Math.Angle

Scope: static

Source: src/math/angle/index.js#L7

Static functions

Between

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

Description:

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

Parameters:

name

type

optional

description

x1

number

No

The x coordinate of the first point.

y1

number

No

The y coordinate of the first point.

x2

number

No

The x coordinate of the second point.

y2

number

No

The 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:

name

type

optional

description

point1

Phaser.Types.Math.Vector2Like

No

The first point.

point2

Phaser.Types.Math.Vector2Like

No

The second point.

Returns: number - The angle in radians.

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


BetweenPointsY

<static> BetweenPointsY(point1, point2)

Description:

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

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

Parameters:

name

type

optional

description

point1

Phaser.Types.Math.Vector2Like

No

The first point.

point2

Phaser.Types.Math.Vector2Like

No

The second point.

Returns: number - The angle in radians.

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


BetweenY

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

Description:

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

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

Parameters:

name

type

optional

description

x1

number

No

The x coordinate of the first point.

y1

number

No

The y coordinate of the first point.

x2

number

No

The x coordinate of the second point.

y2

number

No

The y coordinate of the second point.

Returns: number - The angle in radians.

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


CounterClockwise

<static> CounterClockwise(angle)

Description:

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

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

var converted = CounterClockwise(gameobject.rotation);

All values for this function are in radians.

Parameters:

name

type

optional

description

angle

number

No

The angle to convert, in radians.

Returns: number - The converted angle, in radians.

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


Normalize

<static> Normalize(angle)

Description:

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

Parameters:

name

type

optional

description

angle

number

No

The angle to normalize, in radians.

Returns: number - The normalized angle, in radians.

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


Random

<static> Random()

Description:

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

Returns: number - The angle, in radians.

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


RandomDegrees

<static> RandomDegrees()

Description:

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

Returns: number - The angle, in degrees.

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


Reverse

<static> Reverse(angle)

Description:

Reverse the given angle.

Parameters:

name

type

optional

description

angle

number

No

The 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:

name

type

optional

default

description

currentAngle

number

No

The current angle, in radians.

targetAngle

number

No

The target angle to rotate to, in radians.

lerp

number

Yes

0.05

The lerp value to add to the current angle.

Returns: number - The adjusted angle.

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


ShortestBetween

<static> ShortestBetween(angle1, angle2)

Description:

Gets the shortest angle between angle1 and angle2.

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

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

Parameters:

name

type

optional

description

angle1

number

No

The first angle in the range -180 to 180.

angle2

number

No

The 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:

name

type

optional

description

angle

number

No

The 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:

name

type

optional

description

angle

number

No

The angle to wrap, in degrees.

Returns: number - The wrapped angle, in degrees.

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


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