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phaser-multires

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: src/math/Math.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> <li class="class-depth-0"> <a href="Phaser.KeyCode.html">KeyCode</a> </li> <li class="class-depth-0"> <a href="PIXI.html">PIXI</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a href="Phaser.Animation.html">Animation</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationManager.html">AnimationManager</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationParser.html">AnimationParser</a> </li> <li class="class-depth-1"> <a href="Phaser.ArraySet.html">ArraySet</a> </li> <li class="class-depth-1"> <a href="Phaser.ArrayUtils.html">ArrayUtils</a> </li> <li class="class-depth-1"> <a href="Phaser.AudioSprite.html">AudioSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapData.html">BitmapData</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapText.html">BitmapText</a> </li> <li class="class-depth-1"> <a href="Phaser.Bullet.html">Bullet</a> </li> <li class="class-depth-1"> <a href="Phaser.Button.html">Button</a> </li> <li class="class-depth-1"> <a href="Phaser.Cache.html">Cache</a> </li> <li class="class-depth-1"> <a href="Phaser.Camera.html">Camera</a> </li> <li class="class-depth-1"> <a href="Phaser.Canvas.html">Canvas</a> </li> <li class="class-depth-1"> <a href="Phaser.Circle.html">Circle</a> </li> <li class="class-depth-1"> <a href="Phaser.Color.html">Color</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Angle.html">Angle</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Animation.html">Animation</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.AutoCull.html">AutoCull</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Bounds.html">Bounds</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.BringToTop.html">BringToTop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Core.html">Core</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Crop.html">Crop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Delta.html">Delta</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Destroy.html">Destroy</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Health.html">Health</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InCamera.html">InCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InputEnabled.html">InputEnabled</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InWorld.html">InWorld</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LifeSpan.html">LifeSpan</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LoadTexture.html">LoadTexture</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Overlap.html">Overlap</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Reset.html">Reset</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Smoothed.html">Smoothed</a> </li> <li class="class-depth-1"> <a href="Phaser.Create.html">Create</a> </li> <li class="class-depth-1"> <a href="Phaser.Creature.html">Creature</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.DeviceButton.html">DeviceButton</a> </li> <li class="class-depth-1"> <a href="Phaser.DOM.html">DOM</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.ImageCollection.html">ImageCollection</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Matrix.html">Matrix</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.PointerMode.html">PointerMode</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.RoundedRectangle.html">RoundedRectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> <a href="Phaser.SignalBinding.html">SignalBinding</a> </li> <li class="class-depth-1"> <a href="Phaser.SinglePad.html">SinglePad</a> </li> <li class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenData.html">TweenData</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.Video.html">Video</a> </li> <li class="class-depth-1"> <a href="Phaser.Weapon.html">Weapon</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> <li class="class-depth-1"> <a href="PIXI.AbstractFilter.html">AbstractFilter</a> </li> <li class="class-depth-1"> <a href="PIXI.BaseTexture.html">BaseTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasBuffer.html">CanvasBuffer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasGraphics.html">CanvasGraphics</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasPool.html">CanvasPool</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasRenderer.html">CanvasRenderer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasTinter.html">CanvasTinter</a> </li> <li class="class-depth-1"> <a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObject.html">DisplayObject</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a> </li> <li class="class-depth-1"> <a href="PIXI.EarCut.html">EarCut</a> </li> <li class="class-depth-1"> <a href="PIXI.Event.html">Event</a> </li> <li class="class-depth-1"> <a href="PIXI.EventTarget.html">EventTarget</a> </li> <li class="class-depth-1"> <a href="PIXI.FilterTexture.html">FilterTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="PIXI.GraphicsData.html">GraphicsData</a> </li> <li class="class-depth-1"> <a href="PIXI.PIXI.html">PIXI</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiFastShader.html">PixiFastShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiShader.html">PixiShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PolyK.html">PolyK</a> </li> <li class="class-depth-1"> <a href="PIXI.PrimitiveShader.html">PrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="PIXI.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="PIXI.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.Strip.html">Strip</a> </li> <li class="class-depth-1"> <a href="PIXI.StripShader.html">StripShader</a> </li> <li class="class-depth-1"> <a href="PIXI.Texture.html">Texture</a> </li> <li class="class-depth-1"> <a href="PIXI.TilingSprite.html">TilingSprite</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLRenderer.html">WebGLRenderer</a> </li> </ul> </li> <li class="dropdown"> <a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_UP">ANGLE_UP</a> </li> <li class="class-depth-0"> <a href="global.html#AUTO">AUTO</a> </li> <li 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href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/math/Math.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A collection of useful mathematical functions. * * These are normally accessed through `game.math`. * * @class Phaser.Math * @static * @see {@link Phaser.Utils} * @see {@link Phaser.ArrayUtils} */ Phaser.Math = { /** * Twice PI. * @property {number} Phaser.Math#PI2 * @default ~6.283 */ PI2: Math.PI * 2, /** * Returns a number between the `min` and `max` values. * * @method Phaser.Math#between * @param {number} min - The minimum value. Must be positive, and less than 'max'. * @param {number} max - The maximum value. Must be position, and greater than 'min'. * @return {number} A value between the range min to max. */ between: function (min, max) { return Math.floor(Math.random() * (max - min + 1) + min); }, /** * Two number are fuzzyEqual if their difference is less than epsilon. * * @method Phaser.Math#fuzzyEqual * @param {number} a - The first number to compare. * @param {number} b - The second number to compare. * @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation) * @return {boolean} True if |a-b|&lt;epsilon */ fuzzyEqual: function (a, b, epsilon) { if (epsilon === undefined) { epsilon = 0.0001; } return Math.abs(a - b) &lt; epsilon; }, /** * `a` is fuzzyLessThan `b` if it is less than b + epsilon. * * @method Phaser.Math#fuzzyLessThan * @param {number} a - The first number to compare. * @param {number} b - The second number to compare. * @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation) * @return {boolean} True if a&lt;b+epsilon */ fuzzyLessThan: function (a, b, epsilon) { if (epsilon === undefined) { epsilon = 0.0001; } return a &lt; b + epsilon; }, /** * `a` is fuzzyGreaterThan `b` if it is more than b - epsilon. * * @method Phaser.Math#fuzzyGreaterThan * @param {number} a - The first number to compare. * @param {number} b - The second number to compare. * @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation) * @return {boolean} True if a>b+epsilon */ fuzzyGreaterThan: function (a, b, epsilon) { if (epsilon === undefined) { epsilon = 0.0001; } return a > b - epsilon; }, /** * Applies a fuzzy ceil to the given value. * * @method Phaser.Math#fuzzyCeil * @param {number} val - The value to ceil. * @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation) * @return {number} ceiling(val-epsilon) */ fuzzyCeil: function (val, epsilon) { if (epsilon === undefined) { epsilon = 0.0001; } return Math.ceil(val - epsilon); }, /** * Applies a fuzzy floor to the given value. * * @method Phaser.Math#fuzzyFloor * @param {number} val - The value to floor. * @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation) * @return {number} floor(val+epsilon) */ fuzzyFloor: function (val, epsilon) { if (epsilon === undefined) { epsilon = 0.0001; } return Math.floor(val + epsilon); }, /** * Averages all values passed to the function and returns the result. * * @method Phaser.Math#average * @params {...number} The numbers to average * @return {number} The average of all given values. */ average: function () { var sum = 0; var len = arguments.length; for (var i = 0; i &lt; len; i++) { sum += (+arguments[i]); } return sum / len; }, /** * @method Phaser.Math#shear * @param {number} n * @return {number} n mod 1 */ shear: function (n) { return n % 1; }, /** * 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. * * @method Phaser.Math#snapTo * @param {number} input - The value to snap. * @param {number} gap - The interval gap of the grid. * @param {number} [start] - Optional starting offset for gap. * @return {number} */ snapTo: function (input, gap, start) { if (start === undefined) { start = 0; } if (gap === 0) { return input; } input -= start; input = gap * Math.round(input / gap); return start + input; }, /** * 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. * * @method Phaser.Math#snapToFloor * @param {number} input - The value to snap. * @param {number} gap - The interval gap of the grid. * @param {number} [start] - Optional starting offset for gap. * @return {number} */ snapToFloor: function (input, gap, start) { if (start === undefined) { start = 0; } if (gap === 0) { return input; } input -= start; input = gap * Math.floor(input / gap); return start + input; }, /** * 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. * * @method Phaser.Math#snapToCeil * @param {number} input - The value to snap. * @param {number} gap - The interval gap of the grid. * @param {number} [start] - Optional starting offset for gap. * @return {number} */ snapToCeil: function (input, gap, start) { if (start === undefined) { start = 0; } if (gap === 0) { return input; } input -= start; input = gap * Math.ceil(input / gap); return start + input; }, /** * 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. * * @method Phaser.Math#roundTo * @param {number} value - The value to round. * @param {number} place - The place to round to. * @param {number} base - The base to round in... default is 10 for decimal. * @return {number} */ roundTo: function (value, place, base) { if (place === undefined) { place = 0; } if (base === undefined) { base = 10; } var p = Math.pow(base, -place); return Math.round(value * p) / p; }, /** * @method Phaser.Math#floorTo * @param {number} value - The value to round. * @param {number} place - The place to round to. * @param {number} base - The base to round in... default is 10 for decimal. * @return {number} */ floorTo: function (value, place, base) { if (place === undefined) { place = 0; } if (base === undefined) { base = 10; } var p = Math.pow(base, -place); return Math.floor(value * p) / p; }, /** * @method Phaser.Math#ceilTo * @param {number} value - The value to round. * @param {number} place - The place to round to. * @param {number} base - The base to round in... default is 10 for decimal. * @return {number} */ ceilTo: function (value, place, base) { if (place === undefined) { place = 0; } if (base === undefined) { base = 10; } var p = Math.pow(base, -place); return Math.ceil(value * p) / p; }, /** * Find the angle of a segment from (x1, y1) -> (x2, y2). * @method Phaser.Math#angleBetween * @param {number} x1 * @param {number} y1 * @param {number} x2 * @param {number} y2 * @return {number} The angle, in radians. */ angleBetween: function (x1, y1, x2, y2) { return Math.atan2(y2 - y1, x2 - x1); }, /** * Find the angle of a segment from (x1, y1) -> (x2, y2). * Note that the difference between this method and Math.angleBetween is that this assumes the y coordinate travels * down the screen. * * @method Phaser.Math#angleBetweenY * @param {number} x1 * @param {number} y1 * @param {number} x2 * @param {number} y2 * @return {number} The angle, in radians. */ angleBetweenY: function (x1, y1, x2, y2) { return Math.atan2(x2 - x1, y2 - y1); }, /** * Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y). * @method Phaser.Math#angleBetweenPoints * @param {Phaser.Point} point1 * @param {Phaser.Point} point2 * @return {number} The angle, in radians. */ angleBetweenPoints: function (point1, point2) { return Math.atan2(point2.y - point1.y, point2.x - point1.x); }, /** * Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y). * @method Phaser.Math#angleBetweenPointsY * @param {Phaser.Point} point1 * @param {Phaser.Point} point2 * @return {number} The angle, in radians. */ angleBetweenPointsY: function (point1, point2) { return Math.atan2(point2.x - point1.x, point2.y - point1.y); }, /** * Reverses an angle. * @method Phaser.Math#reverseAngle * @param {number} angleRad - The angle to reverse, in radians. * @return {number} Returns the reverse angle, in radians. */ reverseAngle: function (angleRad) { return this.normalizeAngle(angleRad + Math.PI, true); }, /** * Normalizes an angle to the [0,2pi) range. * @method Phaser.Math#normalizeAngle * @param {number} angleRad - The angle to normalize, in radians. * @return {number} Returns the angle, fit within the [0,2pi] range, in radians. */ normalizeAngle: function (angleRad) { angleRad = angleRad % (2 * Math.PI); return angleRad >= 0 ? angleRad : angleRad + 2 * Math.PI; }, /** * Adds the given amount to the value, but never lets the value go over the specified maximum. * * @method Phaser.Math#maxAdd * @param {number} value - The value to add the amount to. * @param {number} amount - The amount to add to the value. * @param {number} max - The maximum the value is allowed to be. * @return {number} */ maxAdd: function (value, amount, max) { return Math.min(value + amount, max); }, /** * Subtracts the given amount from the value, but never lets the value go below the specified minimum. * * @method Phaser.Math#minSub * @param {number} value - The base value. * @param {number} amount - The amount to subtract from the base value. * @param {number} min - The minimum the value is allowed to be. * @return {number} The new value. */ minSub: function (value, amount, min) { return Math.max(value - amount, min); }, /** * 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. * * @method Phaser.Math#wrap * @param {number} value - The value to wrap. * @param {number} min - The minimum the value is allowed to be. * @param {number} max - The maximum the value is allowed to be, should be larger than `min`. * @return {number} The wrapped value. */ wrap: function (value, min, max) { var range = max - min; if (range &lt;= 0) { return 0; } var result = (value - min) % range; if (result &lt; 0) { result += range; } return result + min; }, /** * 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 {@link Phaser.Math#wrap} for an alternative. * * @method Phaser.Math#wrapValue * @param {num