Color.HSLtoRGB()
  • References/Game Development/Phaser/Utils/Color

<static> HSLtoRGB(h, s, l, out) → {object}

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Color.blendAdd()
  • References/Game Development/Phaser/Utils/Color

<static> blendAdd(a, b) → {integer} Adds the source and

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ArraySet#first
  • References/Game Development/Phaser/Utils/ArraySet

first :any Returns the first item and resets the cursor to the start. Source

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Color.HSLColorWheel()
  • References/Game Development/Phaser/Utils/Color

<static> HSLColorWheel(s, l) → {array}

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Color.getBlue()
  • References/Game Development/Phaser/Utils/Color

<static> getBlue(color) → {number} Given a native color

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Color.getAlphaFloat()
  • References/Game Development/Phaser/Utils/Color

<static> getAlphaFloat(color) → {number} Given a native

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LinkedList#next
  • References/Game Development/Phaser/Utils/LinkedList

next : Object Next element in the list. Source code:

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Color.blendMultiply()
  • References/Game Development/Phaser/Utils/Color

<static> blendMultiply(a, b) → {integer} Multiplies the

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Utils.Debug#renderShadow
  • References/Game Development/Phaser/Utils/Utils.Debug

renderShadow : boolean Should the text be rendered with a slight shadow? Makes it easier to read on different types of background

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Color.blendAverage()
  • References/Game Development/Phaser/Utils/Color

<static> blendAverage(a, b) → {integer} Takes the average

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