
Phaser 4 Geometry and Math
FreeEssential math utilities for Phaser 4 development.
Free ยท Opens the source repo
What Phaser 4 Geometry and Math does
The Phaser 4 Geometry and Math skill provides a comprehensive set of utilities for handling geometric shapes and mathematical operations within the Phaser framework. It includes classes for various geometric shapes such as circles, rectangles, triangles, and polygons, along with a suite of mathematical functions for vector manipulation, distance calculations, and random number generation. This skill is particularly useful for game developers who need to implement collision detection, shape intersections, and other geometric calculations in their projects.
Each geometry class is designed as a pure data container, meaning they hold coordinates and dimensions but are not directly renderable. To visualize these shapes, developers can use the Graphics game object or other shape-rendering methods provided by Phaser. The skill also includes static helper functions for each geometric type, allowing for efficient calculations such as area, intersection tests, and point containment checks.
In addition to the geometric classes, the skill features a range of mathematical utilities. Developers can easily compute distances between points, angles between vectors, and perform interpolation and clamping operations. This makes it a versatile tool for both 2D and 3D game development, as it supports various mathematical operations that are essential for creating dynamic and interactive gameplay.
Overall, the Phaser 4 Geometry and Math skill is ideal for developers looking to enhance their Phaser applications with robust mathematical capabilities and geometric shape handling. Whether you're implementing physics, collision detection, or simply need to perform calculations for game mechanics, this skill provides the necessary tools to streamline those processes.
When to use it
Use this skill when developing games or applications with Phaser 4 that require geometric shapes, collision detection, or mathematical computations.
When not to use it
This skill may not be suitable for projects that do not involve geometric calculations or for developers using other game frameworks.
What you can build with it
Collision Detection in a Platformer
Use the geometry classes to define platforms and player shapes, enabling efficient collision detection.
Random Point Generation
Generate random points within a defined shape for spawning game objects or effects.
Distance Calculations
Calculate distances between game entities to determine interactions or behaviors based on proximity.
How to install Phaser 4 Geometry and Math
View source1. Install with the skills CLI
npx skills add phaserjs/phaser/geometry-and-math --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by phaserjsPhaser 4 โ Geometry and Math
Geom classes (Circle, Ellipse, Line, Polygon, Rectangle, Triangle), intersection tests, and Math utilities (Vector2, Vector3, Matrix4, angles, distances, interpolation, easing, random, snap, clamp).
Related skills: graphics-and-shapes.md, physics-arcade.md
Quick Start
// Create geometry objects (these are data only, not renderable)
const rect = new Phaser.Geom.Rectangle(10, 20, 200, 100);
const circle = new Phaser.Geom.Circle(400, 300, 50);
const line = new Phaser.Geom.Line(0, 0, 100, 100);
// Point containment
rect.contains(50, 50); // true
circle.contains(410, 310); // true
// Intersection test
Phaser.Geom.Intersects.CircleToRectangle(circle, rect); // boolean
// Math utilities
const v = new Phaser.Math.Vector2(3, 4);
v.length(); // 5
v.normalize(); // {x: 0.6, y: 0.8}
const dist = Phaser.Math.Distance.Between(0, 0, 100, 100);
const angle = Phaser.Math.Angle.Between(0, 0, 100, 100);
const clamped = Phaser.Math.Clamp(150, 0, 100); // 100
Core Concepts
Geometry objects are pure data containers holding coordinates and dimensions. They are NOT game objects and cannot be added to the display list. To render geometry, use the Graphics game object or Shape game objects (see graphics-and-shapes.md).
Every geom class has a type property set to a Phaser.Geom constant for fast type checks.
All geom classes share a common instance method pattern:
contains(x, y)-- point-in-shape testgetPoint(position, output?)-- point at normalized position (0-1) on perimetergetPoints(quantity, stepRate?, output?)-- evenly spaced points on perimetergetRandomPoint(output?)-- random point inside the shapesetTo(...)-- reset all propertiessetEmpty()-- zero out the shapesetPosition(x, y)-- move origin/center
Each geom type also has a folder of static helper functions (e.g., Phaser.Geom.Rectangle.Contains, Phaser.Geom.Circle.Area).
Geometry Classes
| Class | Namespace | Constructor | Key Properties |
|---|---|---|---|
| Circle | Phaser.Geom.Circle | (x, y, radius) | x, y, radius, diameter, left, right, top, bottom |
| Ellipse | Phaser.Geom.Ellipse | (x, y, width, height) | x, y, width, height, left, right, top, bottom |
| Line | Phaser.Geom.Line | (x1, y1, x2, y2) | x1, y1, x2, y2, left, right, top, bottom |
| Polygon | Phaser.Geom.Polygon | (points) | area, points (array of Vector2Like) |
| Rectangle | Phaser.Geom.Rectangle | (x, y, width, height) | x, y, width, height, left, right, top, bottom, centerX, centerY |
| Triangle | Phaser.Geom.Triangle | (x1, y1, x2, y2, x3, y3) | x1, y1, x2, y2, x3, y3 |
Rectangle Static Helpers
Phaser.Geom.Rectangle.*: Area, Ceil, CeilAll, CenterOn, Clone, Contains, ContainsPoint, ContainsRect, CopyFrom, Decompose, Equals, FitInside, FitOutside, Floor, FloorAll, FromPoints, FromXY, GetAspectRatio, GetCenter, GetPoint, GetPoints, GetSize, Inflate, Intersection, MarchingAnts, MergePoints, MergeRect, MergeXY, Offset, OffsetPoint, Overlaps, Perimeter, PerimeterPoint, Random, RandomOutside, SameDimensions, Scale, Union.
Circle Static Helpers
Phaser.Geom.Circle.*: Area, Circumference, CircumferencePoint, Clone, Contains, ContainsPoint, ContainsRect, CopyFrom, Equals, GetBounds, GetPoint, GetPoints, Offset, OffsetPoint, Random.
Line Static Helpers
Phaser.Geom.Line.*: Angle, BresenhamPoints, CenterOn, Clone, CopyFrom, Equals, Extend, GetEasedPoints, GetMidPoint, GetNearestPoint, GetNormal, GetPoint, GetPoints, GetShortestDistance, Height, Length, NormalAngle, NormalX, NormalY, Offset, PerpSlope, Random, ReflectAngle, Rotate, RotateAroundPoint, RotateAroundXY, SetToAngle, Slope, Width.
Triangle Static Helpers
Phaser.Geom.Triangle.*: Area, BuildEquilateral, BuildFromPolygon, BuildRight, CenterOn, Centroid, CircumCenter, CircumCircle, Clone, Contains, ContainsArray, ContainsPoint, CopyFrom, Decompose, Equals, GetPoint, GetPoints, InCenter, Offset, Perimeter, Random, Rotate, RotateAroundPoint, RotateAroundXY.
Polygon Input Formats
The Polygon constructor accepts multiple formats for the points argument:
- Space-separated string:
'40 0 40 20 100 20 100 80' - Array of
{x, y}objects - Flat number array:
[x1, y1, x2, y2, ...] - Array of
[x, y]sub-arrays
Intersection Tests
All under Phaser.Geom.Intersects.
Boolean Tests (return true/false)
| Function | Description |
|---|---|
CircleToCircle(circleA, circleB) | Two circles overlap |
CircleToRectangle(circle, rect) | Circle overlaps rectangle |
LineToCircle(line, circle) | Line segment intersects circle |
LineToLine(line1, line2, out?) | Two line segments cross; writes point to out |
LineToRectangle(line, rect) | Line segment intersects rectangle |
PointToLine(point, line, lineThickness?) | Point lies on/near line |
PointToLineSegment(point, line) | Point lies on finite line segment |
RectangleToRectangle(rectA, rectB) | Two rectangles overlap |
RectangleToTriangle(rect, triangle) | Rectangle overlaps triangle |
RectangleToValues(rect, left, right, top, bottom, tolerance?) | Rectangle overlaps LRTB bounds |
TriangleToCircle(triangle, circle) | Triangle overlaps circle |
TriangleToLine(triangle, line) | Triangle intersects line |
TriangleToTriangle(triA, triB) | Two triangles overlap |
Get Intersection Points (return Vector2[])
| Function | Description |
|---|---|
GetCircleToCircle(circleA, circleB, out?) | Intersection points of two circles |
GetCircleToRectangle(circle, rect, out?) | Points where circle meets rectangle edges |
GetLineToCircle(line, circle, out?) | Points where line crosses circle |
GetLineToLine(line1, line2, out?) | Single intersection point of two lines |
GetLineToPoints(line, points, out?) | Intersection with a series of points forming edges |
GetLineToPolygon(line, polygon, out?) | Closest intersection with polygon edges |
GetLineToRectangle(line, rect, out?) | Points where line crosses rectangle |
GetRaysFromPointToPolygon(x, y, polygon) | Ray-cast from point to polygon edges |
GetRectangleIntersection(rectA, rectB, out?) | Overlapping rectangle region |
GetRectangleToRectangle(rectA, rectB, out?) | Edge intersection points |
GetRectangleToTriangle(rect, triangle, out?) | Edge intersection points |
GetTriangleToCircle(triangle, circle, out?) | Edge intersection points |
GetTriangleToLine(triangle, line, out?) | Edge intersection points |
GetTriangleToTriangle(triA, triB, out?) | Edge intersection points |
Math Functions by Category
All under Phaser.Math unless noted.
Constants
| Constant | Value |
|---|---|
Phaser.Math.TAU | PI * 2 (v4 addition) |
Phaser.Math.PI_OVER_2 | PI / 2 |
Phaser.Math.EPSILON | 1.0e-6 |
Phaser.Math.DEG_TO_RAD | PI / 180 |
Phaser.Math.RAD_TO_DEG | 180 / PI |
Phaser.Math.RND | Global RandomDataGenerator instance (seeded via game config seed) |
Angle Functions (Phaser.Math.Angle.*)
| Function | Description |
|---|---|
Between(x1, y1, x2, y2) | Angle in radians between two points |
BetweenPoints(point1, point2) | Same, taking {x,y} objects |
BetweenY(x1, y1, x2, y2) | Angle from vertical axis |
BetweenPointsY(point1, point2) | Same, taking objects |
CounterClockwise(angle) | Convert to counter-clockwise |
GetClockwiseDistance(from, to) | Clockwise angular distance |
GetCounterClockwiseDistance(from, to) | Counter-clockwise angular distance |
GetShortestDistance(from, to) | Shortest angular distance (signed) |
Normalize(angle) | Normalize to [0, 2PI) |
Random() | Random angle in radians |
RandomDegrees() | Random angle in degrees |
Reverse(angle) | Reverse (add PI) |
RotateTo(currentAngle, targetAngle, lerp?) | Step toward target angle |
ShortestBetween(angle1, angle2) | Shortest difference in degrees |
Wrap(angle) | Wrap to (-PI, PI] |
WrapDegrees(angle) | Wrap to (-180, 180] |
Distance Functions (Phaser.Math.Distance.*)
| Function | Description |
|---|---|
Between(x1, y1, x2, y2) | Euclidean distance |
BetweenPoints(a, b) | Same, taking {x,y} objects |
BetweenPointsSquared(a, b) | Squared distance (avoids sqrt) |
Chebyshev(x1, y1, x2, y2) | Chebyshev (chessboard) distance |
Power(x1, y1, x2, y2, pow) | Minkowski distance with custom power |
Snake(x1, y1, x2, y2) | Manhattan/taxicab distance |
Squared(x1, y1, x2, y2) | Squared Euclidean distance |
Interpolation (Phaser.Math.Interpolation.*)
| Function | Description |
|---|---|
BezierInterpolation(v, k) | Bezier curve through control points |
CatmullRomInterpolation(v, k) | Catmull-Rom spline through points |
CubicBezierInterpolation(t, p0, p1, p2, p3) | Cubic Bezier between four values |
LinearInterpolation(v, k) | Linear through array of values |
QuadraticBezierInterpolation(t, p0, p1, p2) | Quadratic Bezier |
SmoothStepInterpolation(t, min, max) | Hermite smooth step |
SmootherStepInterpolation(t, min, max) | Ken Perlin's smoother step |
Snap Functions (Phaser.Math.Snap.*)
| Function | Description |
|---|---|
To(value, gap, start?, divide?) | Snap to nearest increment |
Floor(value, gap, start?, divide?) | Snap down to increment |
Ceil(value, gap, start?, divide?) | Snap up to increment |
Fuzzy Comparison (Phaser.Math.Fuzzy.*)
| Function | Description |
|---|---|
Equal(a, b, epsilon?) | a approximately equals b |
LessThan(a, b, epsilon?) | a < b within epsilon |
GreaterThan(a, b, epsilon?) | a > b within epsilon |
Ceil(value, epsilon?) | Fuzzy ceiling |
Floor(value, epsilon?) | Fuzzy floor |
Easing Functions (Phaser.Math.Easing.*)
Each type has .In, .Out, .InOut variants. Used primarily by tweens (pass string names like 'Sine.easeOut').
| Type | String Keys |
|---|---|
| Back | Back.easeIn, Back.easeOut, Back.easeInOut |
| Bounce | Bounce.easeIn, Bounce.easeOut, Bounce.easeInOut |
| Circular | Circ.easeIn, Circ.easeOut, Circ.easeInOut |
| Cubic | Cubic.easeIn, Cubic.easeOut, Cubic.easeInOut |
| Elastic | Elastic.easeIn, Elastic.easeOut, Elastic.easeInOut |
| Expo | Expo.easeIn, Expo.easeOut, Expo.easeInOut |
| Linear | Linear (no variants) |
| Quadratic | Quad.easeIn, Quad.easeOut, Quad.easeInOut |
| Quartic | Quart.easeIn, Quart.easeOut, Quart.easeInOut |
| Quintic | Quint.easeIn, Quint.easeOut, Quint.easeInOut |
| Sine | Sine.easeIn, Sine.easeOut, Sine.easeInOut |
| Stepped | Stepped (no variants) |
Power aliases: Power0 = Linear, Power1 = Quad.Out, Power2 = Cubic.Out, Power3 = Quart.Out, Power4 = Quint.Out.
Short names also work: 'Quad' = Quad.Out, 'Sine' = Sine.Out, etc.
Core Math Helpers (directly on Phaser.Math)
| Function | Description |
|---|---|
Between(min, max) | Random integer in [min, max] |
FloatBetween(min, max) | Random float in [min, max] |
Clamp(value, min, max) | Constrain value to range |
Wrap(value, min, max) | Wrap value within range |
Within(a, b, tolerance) | Check if a is within tolerance of b |
Percent(value, min, max, upperMax?) | Value as percentage of range |
FromPercent(percent, min, max) | Value from percentage of range |
DegToRad(degrees) | Convert degrees to radians |
RadToDeg(radians) | Convert radians to degrees |
Linear(p0, p1, t) | Lerp between two values |
LinearXY(v1, v2, t, out?) | Lerp between two Vector2Like objects |
SmoothStep(x, min, max) | Hermite smooth step |
SmootherStep(x, min, max) | Perlin smoother step |
Average(values) | Mean of number array |
Median(values) | Median of number array |
CeilTo(value, place?, base?) | Ceil to decimal place |
FloorTo(value, place?, base?) | Floor to decimal place |
RoundTo(value, place?, base?) | Round to decimal place |
RoundAwayFromZero(value) | Round away from zero |
MaxAdd(value, amount, max) | Add clamped to max |
MinSub(value, amount, min) | Subtract clamped to min |
Difference(a, b) | Absolute difference |
IsEven(value) | Integer is even |
IsEvenStrict(value) | Strictly even (not zero) |
Factorial(value) | Factorial |
Rotate(point, angle) | Rotate point around origin |
RotateAround(point, cx, cy, angle) | Rotate point around custom center |
RotateAroundDistance(point, cx, cy, angle, dist) | Rotate at fixed distance |
TransformXY(x, y, posX, posY, rotation, scaleX, scaleY, output?) | Full 2D transform |
GetSpeed(distance, time) | Speed from distance and time |
RandomXY(vector, scale?) | Set vector to random unit direction |
Power-of-Two (Phaser.Math.Pow2.*)
| Function | Description |
|---|---|
GetPowerOfTwo(value) | Next power of two >= value |
IsValuePowerOfTwo(value) | Check if value is power of two |
IsSizePowerOfTwo(width, height) | Check if both dimensions are power of two |
Vector2 Quick Reference
Phaser.Math.Vector2 -- 2D vector used throughout Phaser for positions, velocities, directions.
Constructor: new Vector2(x?, y?) or new Vector2({x, y}). If only x given, y defaults to x.
| Method | Returns | Description |
|---|---|---|
set(x, y) / setTo(x, y) | this | Set components |
setToPolar(angle, length?) | this | Set from angle + length |
copy(src) / setFromObject(obj) | this | Copy from Vector2Like |
clone() | Vector2 | New copy |
add(src) / subtract(src) | this | Component-wise add/subtract |
multiply(src) / divide(src) | this | Component-wise multiply/divide |
scale(value) | this | Multiply both components by scalar |
negate() | this | Flip sign of both components |
normalize() | this | Set length to 1 |
normalizeRightHand() | this | Perpendicular (right-hand rule) |
normalizeLeftHand() | this | Perpendicular (left-hand rule) |
limit(max) | this | Cap length to max |
setLength(length) | this | Scale to exact length |
length() | number | Magnitude |
lengthSq() | number | Squared magnitude (no sqrt) |
distance(src) | number | Distance to another vector |
distanceSq(src) | number | Squared distance |
dot(src) | number | Dot product |
cross(src) | number | 2D cross product (scalar) |
angle() | number | Angle in radians from positive x-axis |
setAngle(angle) | this | Rotate to angle, keeping length |
rotate(delta) | this | Rotate by delta radians |
lerp(src, t) | this | Linear interpolate toward src |
reflect(normal) | this | Reflect off surface normal |
mirror(axis) | this | Mirror across axis vector |
project(src) | this | Project onto another vector |
equals(v) | boolean | Exact equality |
fuzzyEquals(v, epsilon?) | boolean | Approximate equality |
ceil() / floor() / invert() | this | Component transforms |
reset() | this | Set to (0, 0) |
transformMat3(mat) | this | Transform by Matrix3 |
transformMat4(mat) | this | Transform by Matrix4 |
Static: Vector2.ZERO, Vector2.RIGHT, Vector2.LEFT, Vector2.UP, Vector2.DOWN, Vector2.ONE.
Vector3 Quick Reference
Phaser.Math.Vector3 -- 3D vector for camera projections, lighting, 3D math.
Constructor: new Vector3(x?, y?, z?) or new Vector3({x, y, z}).
Key methods (same patterns as Vector2 plus): up(), min(v), max(v), addVectors(a, b), subVectors(a, b), crossVectors(a, b), cross(v), addScalar(s), addScale(v, scale), fromArray(array, offset?), setFromMatrixPosition(mat4), setFromMatrixColumn(mat4, index), applyMatrix3(mat), applyMatrix4(mat), transformCoordinates(mat), transformQuat(q), project(mat), projectViewMatrix(view, proj), unproject(viewport, invProjView).
Matrix4 Quick Reference
Phaser.Math.Matrix4 -- 4x4 matrix for 3D transforms, projection, and view matrices. Backed by Float32Array(16).
Constructor: new Matrix4(m?) -- copies from existing Matrix4, or defaults to identity.
Key methods: clone(), set(src), copy(src), identity(), transpose(), invert(), adjoint(), determinant(), multiply(src), multiplyLocal(src), translate(v), scale(v), rotate(angle, axis), rotateX(angle), rotateY(angle), rotateZ(angle), fromRotationTranslation(q, v), fromQuat(q), frustum(...), perspective(fovy, aspect, near, far), perspectiveLH(width, height, near, far), ortho(left, right, bottom, top, near, far), lookAt(eye, center, up), lookAtRH(eye, target, up), setWorldMatrix(rotation, position, scale, viewMatrix?, projectionMatrix?).
Also: Phaser.Math.Matrix3 -- 3x3 matrix for 2D transforms and normal matrices.
RandomDataGenerator
Phaser.Math.RandomDataGenerator -- seeded PRNG. Global instance at Phaser.Math.RND (seeded via game config seed property).
const rnd = Phaser.Math.RND; // or new Phaser.Math.RandomDataGenerator(['my-seed'])
rnd.integer(); // random integer in [0, 2^32]
rnd.frac(); // random float in [0, 1)
rnd.between(1, 10); // random integer in [1, 10]
rnd.integerInRange(1, 10); // alias for between
rnd.realInRange(0.5, 1.5); // random float in [0.5, 1.5]
rnd.normal(); // normal distribution around 0
rnd.angle(); // random angle in radians (-PI to PI)
rnd.rotation(); // random rotation in radians (same range)
rnd.pick(array); // random element from array
rnd.weightedPick(array); // weighted toward end of array
rnd.sign(); // -1 or 1
rnd.uuid(); // RFC4122 v4 UUID string
rnd.shuffle(array); // in-place Fisher-Yates shuffle
rnd.state(state?); // get/set serializable state for save/load
Create reproducible sequences by providing seeds: new RandomDataGenerator(['level-42']).
Color Utilities
Color Class (Phaser.Display.Color)
A mutable RGBA color representation with automatic conversion to WebGL floats, HSV, CSS strings, and packed integers.
// Construction
const color = new Phaser.Display.Color(255, 0, 0, 255); // RGBA (0-255)
// Creation helpers (return Color instances)
const c1 = Phaser.Display.Color.ValueToColor('#ff0000'); // hex string, integer, or object
const c2 = Phaser.Display.Color.HexStringToColor('#ff0000');
const c3 = Phaser.Display.Color.RGBStringToColor('rgb(255,0,0)');
const c4 = Phaser.Display.Color.HSVToRGB(0.5, 1, 1); // returns { r, g, b, color }
// Properties
color.r; color.g; color.b; color.a; // 0-255 integers
color.redGL; color.greenGL; color.blueGL; color.alphaGL; // 0-1 floats (WebGL)
color.color; // packed 24-bit integer (0xRRGGBB)
color.color32; // packed 32-bit integer (0xAARRGGBB)
color.rgba; // CSS string 'rgba(r,g,b,a)'
color.h; color.s; color.v; // HSV representation (read-only, auto-updated)
Color Manipulation
// Adjustment methods (amount is typically 0-100, returns the Color instance)
color.brighten(25); // increase brightness
color.saturate(50); // increase saturation
color.desaturate(30); // decrease saturation
color.lighten(20); // increase lightness
color.darken(10); // decrease lightness
// Utility methods
color.random(); // set to random RGB values (optional min/max range)
color.gray(128); // set to grayscale shade (0-255)
// Setting values
color.setTo(255, 128, 0, 255); // RGBA
color.setFromRGB({ r: 255, g: 128, b: 0, a: 255 });
color.setFromHSV(0.1, 0.8, 1.0); // HSV (0-1 range)
Color Interpolation (Phaser.Display.Color.Interpolate)
Interpolate between colors over a given length. Returns { r, g, b, a, color }.
// Between raw RGB values
const result = Phaser.Display.Color.Interpolate.RGBWithRGB(
255, 0, 0, // start color (r, g, b)
0, 0, 255, // end color (r, g, b)
100, // length (number of steps)
50 // index (current step)
); // returns midpoint purple { r, g, b, a, color }
// Between two Color objects
const mid = Phaser.Display.Color.Interpolate.ColorWithColor(color1, color2, 100, 50);
// HSV interpolation (v4): smooth hue transition
const hsvResult = Phaser.Display.Color.Interpolate.HSVWithHSV(0, 1, 1, 0.5, 1, 1, 100, 50);
Gotchas
-
Geom objects are not game objects. They have no
scene, nosetPositionfrom the display list, no texture. Use Graphics or Shape game objects to render them. -
Point class removed in v4. Use
Phaser.Math.Vector2or plain{x, y}objects instead. TheGEOM_CONST.POINT(3) exists but the Point class does not. -
Angles are in radians throughout the math API. Use
Phaser.Math.DegToRad()andRadToDeg()for conversion. ThePhaser.Math.TAUconstant (2 * PI) is new in v4. -
Vector2 methods mutate in place and return
thisfor chaining. Call.clone()first if you need to preserve the original:const result = v.clone().add(other). -
Squared distance is faster than Euclidean distance (avoids
Math.sqrt). UseDistance.Squaredorvec.distanceSq()for comparisons where the actual distance value is not needed. -
Intersection Get functions allocate arrays.* Pass a reusable
outarray to avoid garbage collection pressure in hot loops. -
EaseMap short names default to the
.Outvariant.'Quad'meansQuadratic.Out, notQuadratic.In. Use full string keys like'Quad.easeIn'for other variants. -
RandomDataGenerator state is serializable. Call
rnd.state()to get a string you can store, andrnd.state(savedString)to restore it for deterministic replay. -
Polygon.contains uses ray-casting (even/odd rule). Complex self-intersecting polygons may give unexpected results.
-
Matrix4.val is a Float32Array. Access elements directly via
mat.val[index]using column-major order (OpenGL convention).
Source File Map
| Area | Path |
|---|---|
| Geom classes | src/geom/{circle,ellipse,line,polygon,rectangle,triangle}/ |
| Geom constants | src/geom/const.js |
| Intersection tests | src/geom/intersects/ |
| Vector2 | src/math/Vector2.js |
| Vector3 | src/math/Vector3.js |
| Vector4 | src/math/Vector4.js |
| Matrix3 | src/math/Matrix3.js |
| Matrix4 | src/math/Matrix4.js |
| Quaternion | src/math/Quaternion.js |
| Euler | src/math/Euler.js |
| Angle functions | src/math/angle/ |
| Distance functions | src/math/distance/ |
| Easing functions | src/math/easing/ (+ EaseMap.js for string keys) |
| Fuzzy comparison | src/math/fuzzy/ |
| Interpolation | src/math/interpolation/ |
| Snap functions | src/math/snap/ |
| Power-of-two | src/math/pow2/ |
| RandomDataGenerator | src/math/random-data-generator/RandomDataGenerator.js |
| Math constants | src/math/const.js |
| Color class | src/display/color/Color.js |
| Color utilities | src/display/color/ (ValueToColor, HexStringToColor, RGBStringToColor, HSVToRGB, Interpolate) |
| Core math helpers | src/math/ (Clamp.js, Between.js, Wrap.js, Linear.js, etc.) |
Frequently asked questions about Phaser 4 Geometry and Math
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