skills/phaserjs/phaser/geometry-and-math

geometry-and-math

Installation
SKILL.md

Phaser 4 — 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 test
  • getPoint(position, output?) -- point at normalized position (0-1) on perimeter
  • getPoints(quantity, stepRate?, output?) -- evenly spaced points on perimeter
  • getRandomPoint(output?) -- random point inside the shape
  • setTo(...) -- reset all properties
  • setEmpty() -- zero out the shape
  • setPosition(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

  1. Geom objects are not game objects. They have no scene, no setPosition from the display list, no texture. Use Graphics or Shape game objects to render them.

  2. Point class removed in v4. Use Phaser.Math.Vector2 or plain {x, y} objects instead. The GEOM_CONST.POINT (3) exists but the Point class does not.

  3. Angles are in radians throughout the math API. Use Phaser.Math.DegToRad() and RadToDeg() for conversion. The Phaser.Math.TAU constant (2 * PI) is new in v4.

  4. Vector2 methods mutate in place and return this for chaining. Call .clone() first if you need to preserve the original: const result = v.clone().add(other).

  5. Squared distance is faster than Euclidean distance (avoids Math.sqrt). Use Distance.Squared or vec.distanceSq() for comparisons where the actual distance value is not needed.

  6. Intersection Get functions allocate arrays.* Pass a reusable out array to avoid garbage collection pressure in hot loops.

  7. EaseMap short names default to the .Out variant. 'Quad' means Quadratic.Out, not Quadratic.In. Use full string keys like 'Quad.easeIn' for other variants.

  8. RandomDataGenerator state is serializable. Call rnd.state() to get a string you can store, and rnd.state(savedString) to restore it for deterministic replay.

  9. Polygon.contains uses ray-casting (even/odd rule). Complex self-intersecting polygons may give unexpected results.

  10. 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.)
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