/** * 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. * * @method Phaser.Math#getShortestAngle * @param {number} angle1 - The first angle. In the range -180 to 180. * @param {number} angle2 - The second angle. In the range -180 to 180. * @return {number} The shortest angle, in degrees. If greater than zero it's a counter-clockwise rotation. */ export default function (angle1: any, angle2: any): number;