---
title: "Game maths: API"
package: "@phaser-ae/maths"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "The everyday maths of a game in one place: easing curves, 2D vectors, angles, ranges, smoothing, hit tests and a seed hash."
url: https://phaser.io/packs/maths/api
site: Phaser - https://phaser.io
---

# Game maths: API

`@phaser-ae/maths` — Pure maths a game reaches for every frame: easing curves, 2D vectors, angles, ranges, clamps, geometry tests and a seeded hash.

## The pack

### `maths`

```ts
function maths(): Pack<{ maths: MathsApi }>
```

The maths pack: puts `mathsApi` on `game.maths`. No columns, steps, hooks or options; requires nothing.

## Helpers

### `geom`

```ts
const geom: { distance: (ax: number, ay: number, bx: number, by: number) => number; angleTo: (ax: number, ay: number, bx: number, by: number) => number; pointInRect: (px: number, py: number, x: number, y: number, w: number, h: number) => boolean; ... 9 more ...; predictPath: (x: number, y: number, vx: number, vy: number, gx: nu... …
```

2D geometry tests over points, segments, circles and polygon rings (`Vec2[]`). Rect tests take top-left x, y.

### `signedAngle`

```ts
const signedAngle = (from: number, to: number)=> …
```

The shortest signed turn from one angle to another.

## Functions

### `bezier`

```ts
function bezier(x1: number, y1: number, x2: number, y2: number): EaseFn
```

A cubic bezier easing from its two control points (CSS `cubic-bezier(x1, y1, x2, y2)`).

### `ease`

```ts
function ease(e: EaseName | EaseFn | readonly [number, number, number, number] | undefined): EaseFn
```

Resolve an easing given by name, function or bezier tuple. Unknown names are a loud error.

## Constants

### `approach`

```ts
const approach = (v: number, target: number, rate: number, dt: number)=> …
```

Exponential approach — frame-rate independent smoothing: `v + (target - v) * (1 - e^(-rate·dt))`.

### `clamp`

```ts
const clamp = (v: number, min: number, max: number)=> …
```

`v` limited to `min..max`.

### `EASE`

```ts
const EASE: typeof BASE & { quad: EaseFn; cubic: EaseFn; quart: EaseFn; quint: EaseFn; sine: EaseFn; expo: EaseFn; circ: EaseFn; back: EaseFn; bounce: EaseFn; elastic: EaseFn }
```

The named easing curves: ten `easeIn/Out/InOut*` families, `linear` and `swing`, plus short aliases where the short name is the family's "natural" curve.

### `hashCode`

```ts
const hashCode = (s: string)=> …
```

FNV-1a: a string to a uint32, for turning a level code into an rng seed.

### `lerp`

```ts
const lerp = (a: number, b: number, t: number)=> …
```

Linear blend between two numbers; `t` is not clamped.

### `mapRange`

```ts
const mapRange = (v: number, inMin: number, inMax: number, outMin: number, outMax: number, clampOut = false)=> …
```

Remap `v` from `inMin..inMax` onto `outMin..outMax`; `clampOut` (default false) limits the result to the output range. A zero-width input range is treated as width 1.

### `mathsApi`

```ts
const mathsApi: MathsApi
```

The single `MathsApi` instance; `maths()` attaches this same object.

### `roundTo`

```ts
const roundTo = (v: number, precision = 0)=> …
```

Round to `precision` decimal places (default 0).

### `smoothstep`

```ts
const smoothstep = (a: number, b: number, t: number)=> …
```

Hermite smoothstep: 0 at `t <= a`, 1 at `t >= b`, an S-curve between.

### `TAU`

```ts
const TAU: number
```

2π: one full turn in radians.

### `toDeg`

```ts
const toDeg = (rad: number)=> …
```

### `toRad`

```ts
const toRad = (deg: number)=> …
```

toRad: degrees → radians. toDeg: radians → degrees.

### `turnToward`

```ts
const turnToward = (from: number, to: number, maxStep: number)=> …
```

Turn `from` at most `maxStep` radians along the shortest arc toward `to`, landing exactly on `to` when within reach.

### `vec`

```ts
const vec: { add: (a: Vec2, b: Vec2) => Vec2; sub: (a: Vec2, b: Vec2) => Vec2; scale: (a: Vec2, s: number) => Vec2; dot: (a: Vec2, b: Vec2) => number; ... 13 more ...; reflect: (v: Vec2, n: Vec2) => Vec2; } …
```

2D vector operations over plain `{ x, y }`. Every function returns a new object; none mutates. Angles in radians.

### `wrapAngle`

```ts
const wrapAngle = (rad: number)=> …
```

Wrap an angle to (−π, π].

## Types

### `EaseFn`

```ts
type EaseFn = (t: number) => number
```

An easing curve: `t` in 0..1 in, 0..1 out. Back and Elastic overshoot on purpose.

### `EaseName`

```ts
type EaseName = keyof typeof EASE
```

Every key of `EASE`: the 30 `easeIn/Out/InOut*` names, `linear`, `swing`, and the ten short family aliases.

### `MathsApi`

```ts
interface MathsApi
```

What `game.maths` presents: every exported function of this module, by the same name.

- `ease: typeof ease` — Resolve an easing from a name, function or bezier tuple; throws on an unknown name.
- `EASE: typeof EASE` — The table of named easing curves.
- `bezier: typeof bezier` — A cubic bezier easing from two control points.
- `vec: typeof vec` — 2D vector operations.
- `geom: typeof geom` — 2D geometry tests.
- `TAU: number` — 2π.
- `toRad: typeof toRad` — Degrees → radians.
- `toDeg: typeof toDeg` — Radians → degrees.
- `wrapAngle: typeof wrapAngle` — Wrap an angle to (−π, π].
- `signedAngle: typeof signedAngle` — The shortest signed turn between two angles.
- `turnToward: typeof turnToward` — Turn at most `maxStep` radians along the shortest arc.
- `lerp: typeof lerp` — Linear blend, `t` unclamped.
- `clamp: typeof clamp` — Limit to a range.
- `mapRange: typeof mapRange` — Remap one range onto another.
- `roundTo: typeof roundTo` — Round to decimal places.
- `smoothstep: typeof smoothstep` — Hermite smoothstep.
- `approach: typeof approach` — Frame-rate-independent exponential approach.
- `hashCode: typeof hashCode` — FNV-1a string hash, for rng seeds.

### `Vec2`

```ts
interface Vec2
```

A plain 2D vector. Every `vec` function takes and returns one of these and never mutates its inputs.

- `x: number` — Horizontal component, in whatever unit the caller uses (pixels for positions).
- `y: number` — Vertical component; y grows downward in a 2D world.

---

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