## 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> PI2

Twice PI.

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

### 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 -

Source - math/Math.js, line 404

#### 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 439

#### 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 -

Source - math/Math.js, line 453

#### 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 -

Source - math/Math.js, line 420

#### 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 123

#### <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 846

#### between(min, max) → {number}

Returns a number between the `min` and `max` values.

##### Parameters:
Name Type Description
`min` number

The minimum value. Must be positive, and less than 'max'.

`max` number

The maximum value. Must be position, and greater than 'min'.

##### Returns:
number -

A value between the range min to max.

Source - math/Math.js, line 26

#### 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 769

#### <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 882

#### 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 791

#### 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 302

#### 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 1028

#### 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 1054

##### Parameters:
Name Type Description
`degrees` number

Angle in degrees.

##### Returns:
number -

Source - math/Math.js, line 1186

#### 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 902

#### 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 970

#### 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 1009

#### 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 989

#### factorial(value) → {number}

##### Parameters:
Name Type Description
`value` number

the number you want to evaluate

##### Returns:
number -
Source - math/Math.js, line 859

#### 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 281

#### 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 91

#### 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 40

#### 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 107

#### 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 74

#### 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 57

#### 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 374

#### 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 589

#### 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 575

#### 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 831

#### 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 741

#### 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 1085

#### 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 635
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 491

#### 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 697

#### 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 603
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 667

#### 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 506

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 478

#### 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 1153

##### Parameters:
Name Type Description
`radians` number

##### Returns:
number -

Angle in degrees

Source - math/Math.js, line 1197

Reverses an angle.

##### Parameters:
Name Type Description
`angleRad` number

The angle to reverse, in radians.

##### Returns:
number -

Source - math/Math.js, line 466

#### 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

`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 -

Source - math/Math.js, line 323

#### 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 916

#### 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 235

#### shear(n) → {number}

##### Parameters:
Name Type Description
`n` number
##### Returns:
number -

n mod 1

Source - math/Math.js, line 144

#### 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 1138

#### 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 930

#### 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 1121

#### 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 1102

#### 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 155

#### 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 208

#### 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 181

#### 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 1069
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 521

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 727

#### 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 552