Phaser. Math

new Math()

A collection of useful mathematical functions.

These are normally accessed through game.math.

Source - math/Math.js, line 17
See:

Members

<static> DEG_TO_RAD

Degrees to Radians factor.

Properties:
Name Type Description
Phaser.Math#DEG_TO_RAD number
Source - math/Math.js, line 30

<static> PI2

Twice PI.

Properties:
Name Type Description
Phaser.Math#PI2 number
Default Value:
  • ~6.283
Source - math/Math.js, line 24

<static> RAD_TO_DEG

Degrees to Radians factor.

Properties:
Name Type Description
Phaser.Math#RAD_TO_DEG number
Source - math/Math.js, line 36

Methods

angleBetween(x1, y1, x2, y2) → {number}

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

Parameters:
Name Type Description
x1 number

The x coordinate of the first value.

y1 number

The y coordinate of the first value.

x2 number

The x coordinate of the second value.

y2 number

The y coordinate of the second value.

Returns:
number -

The angle, in radians.

Source - math/Math.js, line 534

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

The first point.

point2 Phaser.Point

The second point.

Returns:
number -

The angle between the two points, in radians.

Source - math/Math.js, line 569

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 583

angleBetweenY(x1, y1, x2, y2) → {number}

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

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

The x coordinate of the first value.

y1 number

The y coordinate of the first value.

x2 number

The x coordinate of the second value.

y2 number

The y coordinate of the second value.

Returns:
number -

The angle, in radians.

Source - math/Math.js, line 550

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 253

<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 976

between(min, max) → {number}

Returns a random integer in the range [min, max]. If these parameters are not in order than they will be put in order.
Default is 0 for min and 1 for max.

Parameters:
Name Type Description
min number

The minimum value. Must be a Number.

max number

The maximum value. Must be a Number.

Returns:
number -

An integer between min (inclusive) and max (inclusive).

Source - math/Math.js, line 137

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 899

<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 1012

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 921

ceilTo(value, place, base) → {number}

Ceils to some place comparative to a base, default is 10 for decimal place.
The place is represented by the power applied to base to get that place.

Parameters:
Name Type Argument Default Description
value number

The value to round.

place number <optional>
0

The place to round to.

base number <optional>
10

The base to round in. Default is 10 for decimal.

Returns:
number -

The rounded value.

Source - math/Math.js, line 432

clamp(v, min, max) → {number}

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

Parameters:
Name Type Description
v float

The value to be clamped.

min float

The minimum bounds.

max float

The maximum bounds.

Returns:
number -

The clamped value.

Source - math/Math.js, line 1158

clampBottom(x, a) → {number}

Clamp x to the range [a, Infinity).
Roughly the same as Math.max(x, a), except for NaN handling.

Parameters:
Name Type Description
x number
a number
Returns:
number -
Source - math/Math.js, line 1184

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 38

difference(a, b) → {number}

The absolute difference between two values.

Parameters:
Name Type Description
a number

The first value to check.

b number

The second value to check.

Returns:
number -

The absolute difference between the two values.

Source - math/Math.js, line 1032

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 1100

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 1139

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 1119

factorial(value) → {number}

Parameters:
Name Type Description
value number

the number you want to evaluate

Returns:
number -
Source - math/Math.js, line 989

floorTo(value, place, base) → {number}

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:
Name Type Argument Default Description
value number

The value to round.

place number <optional>
0

The place to round to.

base number <optional>
10

The base to round in. Default is 10 for decimal.

Returns:
number -

The rounded value.

Source - math/Math.js, line 411

fuzzyCeil(val, epsilon) → {number}

Applies a fuzzy ceil to the given value.

Parameters:
Name Type Argument Default Description
val number

The value to ceil.

epsilon number <optional>
0.0001

The epsilon (a small value used in the calculation)

Returns:
number -

ceiling(val-epsilon)

Source - math/Math.js, line 221

fuzzyEqual(a, b, epsilon) → {boolean}

Two number are fuzzyEqual if their difference is less than epsilon.

Parameters:
Name Type Argument Default Description
a number

The first number to compare.

b number

The second number to compare.

epsilon number <optional>
0.0001

The epsilon (a small value used in the calculation)

Returns:
boolean -

True if |a-b|<epsilon

Source - math/Math.js, line 170

fuzzyFloor(val, epsilon) → {number}

Applies a fuzzy floor to the given value.

Parameters:
Name Type Argument Default Description
val number

The value to floor.

epsilon number <optional>
0.0001

The epsilon (a small value used in the calculation)

Returns:
number -

floor(val+epsilon)

Source - math/Math.js, line 237

fuzzyGreaterThan(a, b, epsilon) → {boolean}

a is fuzzyGreaterThan b if it is more than b - epsilon.

Parameters:
Name Type Argument Default Description
a number

The first number to compare.

b number

The second number to compare.

epsilon number <optional>
0.0001

The epsilon (a small value used in the calculation)

Returns:
boolean -

True if a>b+epsilon

Source - math/Math.js, line 204

fuzzyLessThan(a, b, epsilon) → {boolean}

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

Parameters:
Name Type Argument Default Description
a number

The first number to compare.

b number

The second number to compare.

epsilon number <optional>
0.0001

The epsilon (a small value used in the calculation)

Returns:
boolean -

True if a<b+epsilon

Source - math/Math.js, line 187

getNextPowerOfTwo(value) → {number}

Given a number, this function returns the closest number that is a power of two.
This function is from the Starling Framework.

Parameters:
Name Type Description
value number

The value to get the closest power of two from.

Returns:
number -

The closest number that is a power of two.

Source - math/Math.js, line 64

getShortestAngle(angle1, angle2) → {number}

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 Description
angle1 number

The first angle. In the range -180 to 180.

angle2 number

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 - math/Math.js, line 504

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 719

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 705

isPowerOfTwo(width, height) → {boolean}

Checks if the given dimensions make a power of two texture.

Parameters:
Name Type Description
width number

The width to check.

height number

The height to check.

Returns:
boolean -

True if the width and height are a power of two.

Source - math/Math.js, line 93

linear(p0, p1, t) → {number}

Calculates a linear (interpolation) value over t.

Parameters:
Name Type Description
p0 number
p1 number
t number

A value between 0 and 1.

Returns:
number -
Source - math/Math.js, line 961

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 871

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 1215

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 765
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 -

The new value.

Source - math/Math.js, line 621

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 827

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 733
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 797

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 636

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 -

The angle, fit within the [0,2pi] range, in radians.

Source - math/Math.js, line 608

percent(a, b, base) → {number}

Work out what percentage value a is of value b 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 1283

radToDeg(radians) → {number}

Convert radians to degrees.

Parameters:
Name Type Description
radians number

Angle in radians.

Returns:
number -

Angle in degrees

Source - math/Math.js, line 51

random(min, max) → {number}

Returns a random float in the range [min, max). If these parameters are not in order than they will be put in order.
Default is 0 for min and 1 for max.

Parameters:
Name Type Description
min number

The minimum value. Must be a Number.

max number

The maximum value. Must be a Number.

Returns:
number -

A floating point number between min (inclusive) and max (exclusive).

Source - math/Math.js, line 107

reverseAngle(angleRad) → {number}

Reverses an angle.

Parameters:
Name Type Description
angleRad number

The angle to reverse, in radians.

Returns:
number -

The reverse angle, in radians.

Source - math/Math.js, line 596

rotateToAngle(currentAngle, targetAngle, lerp) → {number}

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

Parameters:
Name Type Argument Default Description
currentAngle number

The current angle, in radians.

targetAngle number

The target angle to rotate to, in radians.

lerp number <optional>
0.05

The lerp value to add to the current angle.

Returns:
number -

The adjusted angle.

Source - math/Math.js, line 453

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 1046

roundTo(value, place, base) → {number}

Round 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.

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 Argument Default Description
value number

The value to round.

place number <optional>
0

The place to round to.

base number <optional>
10

The base to round in. Default is 10 for decimal.

Returns:
number -

The rounded value.

Source - math/Math.js, line 365

shear(n) → {number}

Parameters:
Name Type Description
n number
Returns:
number -

n mod 1

Source - math/Math.js, line 274

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 1268

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 1060

smootherstep(x, min, max) → {float}

Smootherstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep

Parameters:
Name Type Description
x float

The input value.

min float

The left edge. Should be smaller than the right edge.

max float

The right edge.

Returns:
float -

A value between 0 and 1.

Source - math/Math.js, line 1251

smoothstep(x, min, max) → {float}

Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep

Parameters:
Name Type Description
x float

The input value.

min float

The left edge. Should be smaller than the right edge.

max float

The right edge.

Returns:
float -

A value between 0 and 1.

Source - math/Math.js, line 1232

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 Default Description
input number

The value to snap.

gap number

The interval gap of the grid.

start number <optional>
0

Optional starting offset for gap.

Returns:
number -

The snapped value.

Source - math/Math.js, line 285

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 Default Description
input number

The value to snap.

gap number

The interval gap of the grid.

start number <optional>
0

Optional starting offset for gap.

Returns:
number -

The snapped value.

Source - math/Math.js, line 338

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 Default Description
input number

The value to snap.

gap number

The interval gap of the grid.

start number <optional>
0

Optional starting offset for gap.

Returns:
number -

The snapped value.

Source - math/Math.js, line 311

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 1199
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 than min 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 651

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 857

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 682
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