- Source: src/math/angle/index.js (Line 7)
Methods
-
<static> Between(x1, y1, x2, y2)
-
Find the angle of a segment from (x1, y1) -> (x2, y2).
Parameters:
Name Type Description x1
number The x coordinate of the first point.
y1
number The y coordinate of the first point.
x2
number The x coordinate of the second point.
y2
number The y coordinate of the second point.
- Since: 3.0.0
- Source: src/math/angle/Between.js (Line 7)
Returns:
The angle in radians.
- Type
- number
-
<static> BetweenPoints(point1, point2)
-
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 Description point1
Phaser.Types.Math.Vector2Like The first point.
point2
Phaser.Types.Math.Vector2Like The second point.
- Since: 3.0.0
- Source: src/math/angle/BetweenPoints.js (Line 7)
Returns:
The angle in radians.
- Type
- number
-
<static> BetweenPointsY(point1, point2)
-
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 Description point1
Phaser.Types.Math.Vector2Like The first point.
point2
Phaser.Types.Math.Vector2Like The second point.
- Since: 3.0.0
- Source: src/math/angle/BetweenPointsY.js (Line 7)
Returns:
The angle in radians.
- Type
- number
-
<static> BetweenY(x1, y1, x2, y2)
-
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 Description x1
number The x coordinate of the first point.
y1
number The y coordinate of the first point.
x2
number The x coordinate of the second point.
y2
number The y coordinate of the second point.
- Since: 3.0.0
- Source: src/math/angle/BetweenY.js (Line 7)
Returns:
The angle in radians.
- Type
- number
-
<static> CounterClockwise(angle)
-
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 Description angle
number The angle to convert, in radians.
- Since: 3.16.0
- Source: src/math/angle/CounterClockwise.js (Line 9)
Returns:
The converted angle, in radians.
- Type
- number
-
<static> Normalize(angle)
-
Normalize an angle to the [0, 2pi] range.
Parameters:
Name Type Description angle
number The angle to normalize, in radians.
- Since: 3.0.0
- Source: src/math/angle/Normalize.js (Line 7)
Returns:
The normalized angle, in radians.
- Type
- number
-
<static> Random()
-
Returns a random angle in the range [-pi, pi].
- Since: 3.23.0
- Source: src/math/angle/Random.js (Line 10)
Returns:
The angle, in radians.
- Type
- number
-
<static> RandomDegrees()
-
Returns a random angle in the range [-180, 180].
- Since: 3.23.0
- Source: src/math/angle/RandomDegrees.js (Line 10)
Returns:
The angle, in degrees.
- Type
- number
-
<static> Reverse(angle)
-
Reverse the given angle.
Parameters:
Name Type Description angle
number The angle to reverse, in radians.
- Since: 3.0.0
- Source: src/math/angle/Reverse.js (Line 9)
Returns:
The reversed angle, in radians.
- Type
- number
-
<static> RotateTo(currentAngle, targetAngle [, lerp])
-
Rotates
currentAngle
towardstargetAngle
, taking the shortest rotation distance. Thelerp
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.
- Since: 3.0.0
- Source: src/math/angle/RotateTo.js (Line 9)
Returns:
The adjusted angle.
- Type
- number
-
<static> ShortestBetween(angle1, angle2)
-
Gets the shortest angle between
angle1
andangle2
.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.
- Since: 3.0.0
- Source: src/math/angle/ShortestBetween.js (Line 7)
Returns:
The shortest angle, in degrees. If greater than zero it's a counter-clockwise rotation.
- Type
- number
-
<static> Wrap(angle)
-
Wrap an angle.
Wraps the angle to a value in the range of -PI to PI.
Parameters:
Name Type Description angle
number The angle to wrap, in radians.
- Since: 3.0.0
- Source: src/math/angle/Wrap.js (Line 9)
Returns:
The wrapped angle, in radians.
- Type
- number
-
<static> WrapDegrees(angle)
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Wrap an angle in degrees.
Wraps the angle to a value in the range of -180 to 180.
Parameters:
Name Type Description angle
number The angle to wrap, in degrees.
- Since: 3.0.0
- Source: src/math/angle/WrapDegrees.js (Line 9)
Returns:
The wrapped angle, in degrees.
- Type
- number