new Math()
A collection of useful mathematical functions.
These are normally accessed through game.math
.
- Source - math/Math.js, line 17
- See:
Members
-
<static> PI2
-
Twice PI.
- Default Value:
- ~6.283
- Source - math/Math.js, line 24
Properties:
Name Type Description Phaser.Math#PI2
number
Methods
-
angleBetween(x1, y1, x2, y2) → {number}
-
Find the angle of a segment from (x1, y1) -> (x2, y2).
Parameters:
Name Type Description x1
number y1
number x2
number y2
number Returns:
number -The angle, in radians.
- Source - math/Math.js, line 282
-
angleBetweenPoints(point1, point2) → {number}
-
Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
Parameters:
Name Type Description point1
Phaser.Point point2
Phaser.Point Returns:
number -The angle, in radians.
- Source - math/Math.js, line 311
-
angleBetweenPointsY(point1, point2) → {number}
-
Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
Parameters:
Name Type Description point1
Phaser.Point point2
Phaser.Point Returns:
number -The angle, in radians.
- Source - math/Math.js, line 322
-
angleBetweenY(x1, y1, x2, y2) → {number}
-
Find the angle of a segment from (x1, y1) -> (x2, y2). Note that the difference between this method and Math.angleBetween is that this assumes the y coordinate travels down the screen.
Parameters:
Name Type Description x1
number y1
number x2
number y2
number Returns:
number -The angle, in radians.
- Source - math/Math.js, line 295
-
average() → {number}
-
Averages all values passed to the function and returns the result.
Returns:
number -The average of all given values.
- Source - math/Math.js, line 92
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<internal> bernstein(n, i) → {number}
-
Parameters:
Name Type Description n
number i
number Returns:
number -- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - math/Math.js, line 701
-
bezierInterpolation(v, k) → {number}
-
A Bezier Interpolation Method, mostly used by Phaser.Tween.
Parameters:
Name Type Description v
Array The input array of values to interpolate between.
k
number The percentage of interpolation, between 0 and 1.
Returns:
number -The interpolated value
- Source - math/Math.js, line 626
-
<internal> catmullRom(p0, p1, p2, p3, t) → {number}
-
Calculates a catmum rom value.
Parameters:
Name Type Description p0
number p1
number p2
number p3
number t
number Returns:
number -- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - math/Math.js, line 735
-
catmullRomInterpolation(v, k) → {number}
-
A Catmull Rom Interpolation Method, mostly used by Phaser.Tween.
Parameters:
Name Type Description v
Array The input array of values to interpolate between.
k
number The percentage of interpolation, between 0 and 1.
Returns:
number -The interpolated value
- Source - math/Math.js, line 648
-
ceilTo(value, place, base) → {number}
-
Parameters:
Name Type Description value
number The value to round.
place
number The place to round to.
base
number The base to round in... default is 10 for decimal.
Returns:
number -- Source - math/Math.js, line 264
-
chanceRoll(chance) → {boolean}
-
Generate a random bool result based on the chance value.
Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
Parameters:
Name Type Description chance
number The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).
Returns:
boolean -True if the roll passed, or false otherwise.
- Source - utils/Utils.js, line 77
-
clamp(x, a, b) → {number}
-
Force a value within the boundaries by clamping
x
to the range[a, b]
.Parameters:
Name Type Description x
number a
number b
number Returns:
number -- Source - math/Math.js, line 879
-
clampBottom(x, a) → {number}
-
Clamp
x
to the range[a, Infinity)
. Roughly the same asMath.max(x, a)
, except for NaN handling.Parameters:
Name Type Description x
number a
number Returns:
number -- Source - math/Math.js, line 892
-
degToRad(degrees) → {number}
-
Convert degrees to radians.
Parameters:
Name Type Description degrees
number Angle in degrees.
Returns:
number -Angle in radians.
- Source - math/Math.js, line 1008
-
difference(a, b) → {number}
-
The (absolute) difference between two values.
Parameters:
Name Type Description a
number b
number Returns:
number -- Source - math/Math.js, line 755
-
distance(x1, y1, x2, y2) → {number}
-
Returns the euclidian distance between the two given set of coordinates.
Parameters:
Name Type Description x1
number y1
number x2
number y2
number Returns:
number -The distance between the two sets of coordinates.
- Source - math/Math.js, line 821
-
distancePow(x1, y1, x2, y2, pow) → {number}
-
Returns the distance between the two given set of coordinates at the power given.
Parameters:
Name Type Argument Default Description x1
number y1
number x2
number y2
number pow
number <optional>
2 Returns:
number -The distance between the two sets of coordinates.
- Source - math/Math.js, line 860
-
distanceSq(x1, y1, x2, y2) → {number}
-
Returns the euclidean distance squared between the two given set of coordinates (cuts out a square root operation before returning).
Parameters:
Name Type Description x1
number y1
number x2
number y2
number Returns:
number -The distance squared between the two sets of coordinates.
- Source - math/Math.js, line 840
-
factorial(value) → {number}
-
Parameters:
Name Type Description value
number the number you want to evaluate
Returns:
number -- Source - math/Math.js, line 712
-
floorTo(value, place, base) → {number}
-
Parameters:
Name Type Description value
number The value to round.
place
number The place to round to.
base
number The base to round in... default is 10 for decimal.
Returns:
number -- Source - math/Math.js, line 246
-
fuzzyCeil(val, epsilon) → {boolean}
-
Parameters:
Name Type Argument Default Description val
number epsilon
number <optional>
(small value) Returns:
boolean -ceiling(val-epsilon)
- Source - math/Math.js, line 68
-
fuzzyEqual(a, b, epsilon) → {boolean}
-
Two number are fuzzyEqual if their difference is less than epsilon.
Parameters:
Name Type Argument Default Description a
number b
number epsilon
number <optional>
(small value) Returns:
boolean -True if |a-b|<epsilon
- Source - math/Math.js, line 26
-
fuzzyFloor(val, epsilon) → {boolean}
-
Parameters:
Name Type Argument Default Description val
number epsilon
number <optional>
(small value) Returns:
boolean -floor(val-epsilon)
- Source - math/Math.js, line 80
-
fuzzyGreaterThan(a, b, epsilon) → {boolean}
-
a
is fuzzyGreaterThanb
if it is more than b - epsilon.Parameters:
Name Type Argument Default Description a
number b
number epsilon
number <optional>
(small value) Returns:
boolean -True if a>b+epsilon
- Source - math/Math.js, line 54
-
fuzzyLessThan(a, b, epsilon) → {boolean}
-
a
is fuzzyLessThanb
if it is less than b + epsilon.Parameters:
Name Type Argument Default Description a
number b
number epsilon
number <optional>
(small value) Returns:
boolean -True if a<b+epsilon
- Source - math/Math.js, line 40
-
isEven(n) → {boolean}
-
Returns true if the number given is even.
Parameters:
Name Type Description n
integer The number to check.
Returns:
boolean -True if the given number is even. False if the given number is odd.
- Source - math/Math.js, line 448
-
isOdd(n) → {boolean}
-
Returns true if the number given is odd.
Parameters:
Name Type Description n
integer The number to check.
Returns:
boolean -True if the given number is odd. False if the given number is even.
- Source - math/Math.js, line 436
-
linear(p0, p1, t) → {number}
-
Calculates a linear (interpolation) value over t.
Parameters:
Name Type Description p0
number p1
number t
number Returns:
number -- Source - math/Math.js, line 688
-
linearInterpolation(v, k) → {number}
-
A Linear Interpolation Method, mostly used by Phaser.Tween.
Parameters:
Name Type Description v
Array The input array of values to interpolate between.
k
number The percentage of interpolation, between 0 and 1.
Returns:
number -The interpolated value
- Source - math/Math.js, line 598
-
mapLinear(x, a1, a2, b1, b2) → {number}
-
Linear mapping from range
to range Parameters:
Name Type Description x
number the value to map
a1
number first endpoint of the range
a2
number final endpoint of the range
b1
number first endpoint of the range
b2
number final endpoint of the range
Returns:
number -- Source - math/Math.js, line 919
-
max() → {number}
-
Variation of Math.max that can be passed either an array of numbers or the numbers as parameters.
Prefer the standard
Math.max
function when appropriate.Returns:
number -The largest value from those given.
- Source - math/Math.js, line 492
- See:
-
maxAdd(value, amount, max) → {number}
-
Adds the given amount to the value, but never lets the value go over the specified maximum.
Parameters:
Name Type Description value
number The value to add the amount to.
amount
number The amount to add to the value.
max
number The maximum the value is allowed to be.
Returns:
number -- Source - math/Math.js, line 356
-
maxProperty() → {number}
-
Variation of Math.max that can be passed a property and either an array of objects or the objects as parameters. It will find the largest matching property value from the given objects.
Returns:
number -The largest value from those given.
- Source - math/Math.js, line 554
-
min() → {number}
-
Variation of Math.min that can be passed either an array of numbers or the numbers as parameters.
Prefer the standard
Math.min
function when appropriate.Returns:
number -The lowest value from those given.
- Source - math/Math.js, line 460
- See:
-
minProperty() → {number}
-
Variation of Math.min that can be passed a property and either an array of objects or the objects as parameters. It will find the lowest matching property value from the given objects.
Returns:
number -The lowest value from those given.
- Source - math/Math.js, line 524
-
minSub(value, amount, min) → {number}
-
Subtracts the given amount from the value, but never lets the value go below the specified minimum.
Parameters:
Name Type Description value
number The base value.
amount
number The amount to subtract from the base value.
min
number The minimum the value is allowed to be.
Returns:
number -The new value.
- Source - math/Math.js, line 369
-
normalizeAngle(angleRad) → {number}
-
Normalizes an angle to the [0,2pi) range.
Parameters:
Name Type Description angleRad
number The angle to normalize, in radians.
Returns:
number -Returns the angle, fit within the [0,2pi] range, in radians.
- Source - math/Math.js, line 343
-
percent(a, b, base) → {number}
-
Work out what percentage value
a
is of valueb
using the given base.Parameters:
Name Type Argument Default Description a
number The value to work out the percentage for.
b
number The value you wish to get the percentage of.
base
number <optional>
0 The base value.
Returns:
number -The percentage a is of b, between 0 and 1.
- Source - math/Math.js, line 975
-
radToDeg(radians) → {number}
-
Convert degrees to radians.
Parameters:
Name Type Description radians
number Angle in radians.
Returns:
number -Angle in degrees
- Source - math/Math.js, line 1019
-
reverseAngle(angleRad) → {number}
-
Reverses an angle.
Parameters:
Name Type Description angleRad
number The angle to reverse, in radians.
Returns:
number -Returns the reverse angle, in radians.
- Source - math/Math.js, line 333
-
roundAwayFromZero(value) → {integer}
-
Round to the next whole number away from zero.
Parameters:
Name Type Description value
number Any number.
Returns:
integer -The rounded value of that number.
- Source - math/Math.js, line 767
-
roundTo(value, place, base) → {number}
-
Round to some place comparative to a
base
, default is 10 for decimal place. Theplace
is represented by the power applied tobase
to get that place.e.g. 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011 roundTo(2000/7,3) === 0 roundTo(2000/7,2) == 300 roundTo(2000/7,1) == 290 roundTo(2000/7,0) == 286 roundTo(2000/7,-1) == 285.7 roundTo(2000/7,-2) == 285.71 roundTo(2000/7,-3) == 285.714 roundTo(2000/7,-4) == 285.7143 roundTo(2000/7,-5) == 285.71429 roundTo(2000/7,3,2) == 288 -- 100100000 roundTo(2000/7,2,2) == 284 -- 100011100 roundTo(2000/7,1,2) == 286 -- 100011110 roundTo(2000/7,0,2) == 286 -- 100011110 roundTo(2000/7,-1,2) == 285.5 -- 100011101.1 roundTo(2000/7,-2,2) == 285.75 -- 100011101.11 roundTo(2000/7,-3,2) == 285.75 -- 100011101.11 roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011 roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111
Note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed because we are rounding 100011.1011011011011011 which rounds up.
Parameters:
Name Type Description value
number The value to round.
place
number The place to round to.
base
number The base to round in... default is 10 for decimal.
Returns:
number -- Source - math/Math.js, line 200
-
shear(n) → {number}
-
Parameters:
Name Type Description n
number Returns:
number -n mod 1
- Source - math/Math.js, line 111
-
sign(x) → {integer}
-
A value representing the sign of the value: -1 for negative, +1 for positive, 0 if value is 0.
This works differently from
Math.sign
for values of NaN and -0, etc.Parameters:
Name Type Description x
number Returns:
integer -An integer in {-1, 0, 1}
- Source - math/Math.js, line 962
-
sinCosGenerator(length, sinAmplitude, cosAmplitude, frequency) → {Object}
-
Generate a sine and cosine table simultaneously and extremely quickly. The parameters allow you to specify the length, amplitude and frequency of the wave. This generator is fast enough to be used in real-time. Code based on research by Franky of scene.at
Parameters:
Name Type Description length
number The length of the wave
sinAmplitude
number The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
cosAmplitude
number The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
frequency
number The frequency of the sine and cosine table data
Returns:
Object -Returns the table data.
- Source - math/Math.js, line 781
-
smootherstep(x, min, max) → {number}
-
Smootherstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
Parameters:
Name Type Description x
number min
number max
number Returns:
number -- Source - math/Math.js, line 948
-
smoothstep(x, min, max) → {number}
-
Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
Parameters:
Name Type Description x
number min
number max
number Returns:
number -- Source - math/Math.js, line 934
-
snapTo(input, gap, start) → {number}
-
Snap a value to nearest grid slice, using rounding.
Example: if you have an interval gap of 5 and a position of 12... you will snap to 10 whereas 14 will snap to 15.
Parameters:
Name Type Argument Description input
number The value to snap.
gap
number The interval gap of the grid.
start
number <optional>
Optional starting offset for gap.
Returns:
number -- Source - math/Math.js, line 120
-
snapToCeil(input, gap, start) → {number}
-
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 will snap to 15... but 16 will snap to 20.
Parameters:
Name Type Argument Description input
number The value to snap.
gap
number The interval gap of the grid.
start
number <optional>
Optional starting offset for gap.
Returns:
number -- Source - math/Math.js, line 173
-
snapToFloor(input, gap, start) → {number}
-
Snap a value to nearest grid slice, using floor.
Example: if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15.
Parameters:
Name Type Argument Description input
number The value to snap.
gap
number The interval gap of the grid.
start
number <optional>
Optional starting offset for gap.
Returns:
number -- Source - math/Math.js, line 146
-
within(a, b, tolerance) → {boolean}
-
Checks if two values are within the given tolerance of each other.
Parameters:
Name Type Description a
number The first number to check
b
number The second number to check
tolerance
number The tolerance. Anything equal to or less than this is considered within the range.
Returns:
boolean -True if a is <= tolerance of b.
- Source - math/Math.js, line 905
- See:
-
- Phaser.Math.fuzzyEqual
-
wrap(value, min, max) → {number}
-
Ensures that the value always stays between min and max, by wrapping the value around.
If
max
is not larger thanmin
the result is 0.Parameters:
Name Type Description value
number The value to wrap.
min
number The minimum the value is allowed to be.
max
number The maximum the value is allowed to be, should be larger than
min
.Returns:
number -The wrapped value.
- Source - math/Math.js, line 382
-
wrapAngle(angle, radians) → {number}
-
Keeps an angle value between -180 and +180; or -PI and PI if radians.
Parameters:
Name Type Argument Default Description angle
number The angle value to wrap
radians
boolean <optional>
false Set to
true
if the angle is given in radians, otherwise degrees is expected.Returns:
number -The new angle value; will be the same as the input angle if it was within bounds.
- Source - math/Math.js, line 584
-
wrapValue(value, amount, max) → {number}
-
Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
Values must be positive integers, and are passed through Math.abs. See Phaser.Math#wrap for an alternative.
Parameters:
Name Type Description value
number The value to add the amount to.
amount
number The amount to add to the value.
max
number The maximum the value is allowed to be.
Returns:
number -The wrapped value.
- Source - math/Math.js, line 413