| name | geometry-and-math |
| description | Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp. |
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
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);
rect.contains(50, 50);
circle.contains(410, 310);
Phaser.Geom.Intersects.CircleToRectangle(circle, rect);
const v = new Phaser.Math.Vector2(3, 4);
v.length();
v.normalize();
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);
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;
rnd.integer();
rnd.frac();
rnd.between(1, 10);
rnd.integerInRange(1, 10);
rnd.realInRange(0.5, 1.5);
rnd.normal();
rnd.angle();
rnd.rotation();
rnd.pick(array);
rnd.weightedPick(array);
rnd.sign();
rnd.uuid();
rnd.shuffle(array);
rnd.state(state?);
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.
const color = new Phaser.Display.Color(255, 0, 0, 255);
const c1 = Phaser.Display.Color.ValueToColor('#ff0000');
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);
color.r; color.g; color.b; color.a;
color.redGL; color.greenGL; color.blueGL; color.alphaGL;
color.color;
color.color32;
color.rgba;
color.h; color.s; color.v;
Color Manipulation
color.brighten(25);
color.saturate(50);
color.desaturate(30);
color.lighten(20);
color.darken(10);
color.random();
color.gray(128);
color.setTo(255, 128, 0, 255);
color.setFromRGB({ r: 255, g: 128, b: 0, a: 255 });
color.setFromHSV(0.1, 0.8, 1.0);
Color Interpolation (Phaser.Display.Color.Interpolate)
Interpolate between colors over a given length. Returns { r, g, b, a, color }.
const result = Phaser.Display.Color.Interpolate.RGBWithRGB(
255, 0, 0,
0, 0, 255,
100,
50
);
const mid = Phaser.Display.Color.Interpolate.ColorWithColor(color1, color2, 100, 50);
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, no setPosition from the display list, no texture. Use Graphics or Shape game objects to render them.
-
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.
-
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.
-
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).
-
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.
-
Intersection Get functions allocate arrays.* Pass a reusable out array to avoid garbage collection pressure in hot loops.
-
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.
-
RandomDataGenerator state is serializable. Call rnd.state() to get a string you can store, and rnd.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.) |