# Class: Math

## Phaser. Math

#### new Math()

A collection of mathematical methods.

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### 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
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Type
number

#### angleLimit(angle, min, max) → {number}

Keeps an angle value between the given min and max values.

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

The angle value to check. Must be between -180 and +180.

`min` number

The minimum angle that is allowed (must be -180 or greater).

`max` number

The maximum angle that is allowed (must be 180 or less).

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##### Returns:

The new angle value, returns the same as the input angle if it was within bounds

Type
number

#### average() → {number}

Averages all values passed to the function and returns the result. You can pass as many parameters as you like.

Source:
##### Returns:

The average of all given values.

Type
number

#### bernstein(n, i) → {number}

##### Parameters:
Name Type Description
`n` number
`i` number
Source:
Type
number

#### bezierInterpolation(v, k) → {number}

A Bezier Interpolation Method, mostly used by Phaser.Tween.

##### Parameters:
Name Type Description
`v` number
`k` number
Source:
Type
number

#### catmullRom(p0, p1, p2, p3, t) → {number}

Description.

##### Parameters:
Name Type Description
`p0` number
`p1` number
`p2` number
`p3` number
`t` number
Source:
Type
number

#### catmullRomInterpolation(v, k) → {number}

A Catmull Rom Interpolation Method, mostly used by Phaser.Tween.

##### Parameters:
Name Type Description
`v` number
`k` number
Source:
Type
number

#### ceil(value) → {number}

Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3.

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

Any number.

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##### Returns:

The rounded value of that number.

Type
number

#### 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.

Source:
Type
number

#### chanceRoll(chance) → {boolean}

Generate a random bool result based on the chance value.

<p> 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. </p>

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

The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).

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##### Returns:

True if the roll passed, or false otherwise.

Type
boolean

#### clamp(x, a, b) → {number}

Force a value within the boundaries of two values. Clamp value to range <a, b>

##### Parameters:
Name Type Description
`x` number
`a` number
`b` number
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Type
number

#### clampBottom(x, a) → {number}

Clamp value to range <a, inf).

##### Parameters:
Name Type Description
`x` number
`a` number
Source:
Type
number

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Type
function

#### difference(a, b) → {number}

##### Parameters:
Name Type Description
`a` number
`b` number
Source:
Type
number

#### distance(x1, y1, x2, y2) → {number}

Returns the distance between the two given set of coordinates.

##### Parameters:
Name Type Description
`x1` number
`y1` number
`x2` number
`y2` number
Source:
##### Returns:

The distance between the two sets of coordinates.

Type
number

#### 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
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##### Returns:

The distance between the two sets of coordinates.

Type
number

#### distanceRounded(x1, y1, x2, y2) → {number}

Returns the rounded distance between the two given set of coordinates.

##### Parameters:
Name Type Description
`x1` number
`y1` number
`x2` number
`y2` number
Source:
##### Returns:

The distance between this Point object and the destination Point object.

Type
number

#### floor(Value) → {number}

Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2.

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

Any number.

Source:
##### Returns:

The rounded value of that number.

Type
number

#### 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.

Source:
Type
number

#### fuzzyCeil(val, epsilon) → {boolean}

##### Parameters:
Name Type Description
`val` number
`epsilon` number
Source:

ceiling(val-ε)

Type
boolean

#### fuzzyEqual(a, b, epsilon) → {boolean}

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

##### Parameters:
Name Type Description
`a` number
`b` number
`epsilon` number
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True if |a-b|<ε

Type
boolean

#### fuzzyFloor(val, epsilon) → {boolean}

##### Parameters:
Name Type Description
`val` number
`epsilon` number
Source:

floor(val-ε)

Type
boolean

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

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

##### Parameters:
Name Type Description
`a` number
`b` number
`epsilon` number
Source:

True if a>b+ε

Type
boolean

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

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

##### Parameters:
Name Type Description
`a` number
`b` number
`epsilon` number
Source:

True if a<b+ε

Type
boolean

#### getRandom(objects, startIndex, length) → {object}

Fetch a random entry from the given array. Will return null if random selection is missing, or array has no entries.

##### Parameters:
Name Type Description
`objects` array

An array of objects.

`startIndex` number

Optional offset off the front of the array. Default value is 0, or the beginning of the array.

`length` number

Optional restriction on the number of values you want to randomly select from.

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##### Returns:

The random object that was selected.

Type
object

#### interpolateAngles(a1, a2, weight, radians, ease) → {number}

Interpolate across the shortest arc between two angles.

##### Parameters:
Name Type Description
`a1` number

Description.

`a2` number

Description.

`weight` number

Description.

`radians` boolean

True if angle sizes are expressed in radians.

`ease` Description

Description.

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Type
number

#### interpolateFloat(a, b, weight) → {number}

A one dimensional linear interpolation of a value.

##### Parameters:
Name Type Description
`a` number
`b` number
`weight` number
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Type
number

#### isEven(n) → {boolean}

Returns true if the number given is even.

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

The number to check.

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##### Returns:

True if the given number is even. False if the given number is odd.

Type
boolean

#### isOdd(n) → {boolean}

Returns true if the number given is odd.

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

The number to check.

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##### Returns:

True if the given number is odd. False if the given number is even.

Type
boolean

#### Linear(p0, p1, t) → {number}

Description.

##### Parameters:
Name Type Description
`p0` number
`p1` number
`t` number
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Type
number

#### linearInterpolation(v, k) → {number}

A Linear Interpolation Method, mostly used by Phaser.Tween.

##### Parameters:
Name Type Description
`v` number
`k` number
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Type
number

#### mapLinear(x, a1, a1, a2, b1, b2) → {number}

Linear mapping from range <a1, a2> to range <b1, b2>

##### Parameters:
Name Type Description
`x` number
`a1` number
`a1` number
`a2` number
`b1` number
`b2` number
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Type
number

#### max() → {number}

Significantly faster version of Math.max See http://jsperf.com/math-s-min-max-vs-homemade/5

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##### Returns:

The highest value from those given.

Type
number

#### max() → {number}

Updated version of Math.max that can be passed either an array of numbers or the numbers as parameters.

Source:
##### Returns:

The largest value from those given.

Type
number

#### 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.

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Type
number

#### maxProperty() → {number}

Updated version 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.

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##### Returns:

The largest value from those given.

Type
number

#### min() → {number}

Updated version of Math.min that can be passed either an array of numbers or the numbers as parameters. See http://jsperf.com/math-s-min-max-vs-homemade/5

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##### Returns:

The lowest value from those given.

Type
number

#### minProperty() → {number}

Updated version 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.

Source:
##### Returns:

The lowest value from those given.

Type
number

#### 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.

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The new value.

Type
number

#### nearestAngleBetween(a1, a2, radians) → {number}

Closest angle between two angles from a1 to a2 absolute value the return for exact angle

##### Parameters:
Name Type Description
`a1` number
`a2` number
`radians` boolean

True if angle sizes are expressed in radians.

Source:
##### Returns:
Type
number

Normalizes an angle to the [0,2pi) range.

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

The angle to normalize, in radians.

Source:
##### Returns:

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

Type
number

#### normalizeLatitude(lat) → {number}

Normalizes a latitude to the [-90,90] range. Latitudes above 90 or below -90 are capped, not wrapped.

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

The latitude to normalize, in degrees.

Source:
##### Returns:

Returns the latitude, fit within the [-90,90] range.

Type
number

#### normalizeLongitude(lng) → {number}

Normalizes a longitude to the [-180,180] range. Longitudes above 180 or below -180 are wrapped.

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

The longitude to normalize, in degrees.

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##### Returns:

Returns the longitude, fit within the [-180,180] range.

Type
number

#### numberArray(min, max) → {array}

Returns an Array containing the numbers from min to max (inclusive).

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

The minimum value the array starts with.

`max` number

The maximum value the array contains.

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##### Returns:

The array of number values.

Type
array

= 2 π

Source:

Source:
Type
function

#### randomSign() → {number}

Randomly returns either a 1 or -1.

Source:
##### Returns:

1 or -1

Type
number

Reverses an angle.

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

The angle to reverse, in radians.

Source:
##### Returns:

Returns the reverse angle, in radians.

Type
number

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

Round to some place comparative to a 'base', default is 10 for decimal place.

'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 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.

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Type
number

#### shear(n) → {number}

##### Parameters:
Name Type Description
`n` number
Source:

n mod 1

Type
number

#### shift(stack) → {any}

Removes the top element from the stack and re-inserts it onto the bottom, then returns it. The original stack is modified in the process. This effectively moves the position of the data from the start to the end of the table.

##### Parameters:
Name Type Description
`stack` array

The array to shift.

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##### Returns:

The shifted value.

Type
any

#### shuffleArray(array) → {array}

Shuffles the data in the given array into a new order

##### Parameters:
Name Type Description
`array` array

The array to shuffle

Source:

The array

Type
array

#### sign(x) → {number}

A value representing the sign of the value. -1 for negative, +1 for positive, 0 if value is 0

##### Parameters:
Name Type Description
`x` number
Source:
Type
number

#### sinCosGenerator(length, sinAmplitude, cosAmplitude, frequency) → {Array}

Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at

<p> The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. </p>

##### 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

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##### Returns:

Returns the sine table

Type
Array

#### 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
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Type
number

#### 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
Source:
Type
number

#### 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.

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Type
number

#### 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.

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Type
number

#### 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.

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Type
number

#### snapToInArray(input, arr, sort) → {number}

Snaps a value to the nearest value in an array.

##### Parameters:
Name Type Description
`input` number
`arr` array
`sort` boolean

True if the array needs to be sorted.

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Type
number

#### truncate(n) → {number}

##### Parameters:
Name Type Description
`n` number
Source:
Type
number

#### 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.

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##### Returns:

True if a is <= tolerance of b.

Type
boolean

#### wrap(value, min, max) → {number}

Ensures that the value always stays between min and max, by wrapping the value around. max should be larger than min, or the function will return 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.

Source:
##### Returns:

The wrapped value.

Type
number

#### wrapAngle(angle) → {number}

Keeps an angle value between -180 and +180<br> Should be called whenever the angle is updated on the Sprite to stop it from going insane.

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

The angle value to check

Source:
##### Returns:

The new angle value, returns the same as the input angle if it was within bounds.

Type
number

#### 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.

<p>Values must be positive integers, and are passed through Math.abs</p>

##### 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.

Source:
##### Returns:

The wrapped value.

Type
number