Namespace: Angle

Phaser.Math. Angle

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 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.

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 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.

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)

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